Description: Baronesa
Isabel has been working at preparing Torreón for an extended campaign to
take the Terra Vermelha. Many of the
preparations are already made with the Torreóner army on schedule for the land
grab (and the conflict with Texeiras and Vilaverde that it will inevitably
cause) early next year. The baronesa has built herself up a skilled
army of native Torreóner soldiers along with an elite force of afflicted with
powerful legacies as well as a substantial force of artillery including
cannons. All that remains is to train
her army up to a high standard over the next six months. In doing so, she hopes to extend Torreón's
control not only over Terra Vermelha and its cinnabryl and gold mines, but also over Texeiras and Vilaverde if
possible. (See Fe. 20, Fe. 22; Am. 1, Am. 6.)

What This Means: Torreón's lack of involvement in the
Narvaezan wars has a reason, and this is it.
There is no end in sight for the conflicts that are raging up and down
the Savage Baronies. Isabel's plans
ensure that this state of affairs will continue well into the next year.

Fyrmont 1, AC
1017: Adonai Returns to Kastelios.

Location: City-State of Kastelios, Serpent
Coast. DV

Description: Adonai Stephanos' vessel, the Helena, reaches Kastelios, and
docks. Amid some fanfare, Adonai
reports the success of the expedition to all present, and then makes his way to
the assembly to relate all information concerning Mykonos to his fellow political
representatives. (See Fe. 7, Fe. 18; Fy. 9, Fy. 22.)

What This Means: Adonai has made it back to Kastelios, and
will share what he has learned with his associates. He hopes to obtain more political (and financial) support for his
venture.

Description: Having arrived at the Grey Mountains, Dogrel
opts to fly over the fortified border that separates Randel and Bettellyn. As they travel down the border, they pass
over several groups of troops on the Bettellyn side. At spotting the approaching skyships,
the land-bound troops take cover.
However, Dogrel does not attack them, instead he passes over them low enough
so that the Bettellyn troops can clearly see the imperial colours flying from
the skyships' masts. Dogrel then has the fleet cross over into
Randel's interior, using a Randel border fortress as a waypoint. He instructs his navigator to set a course
for the coastal town of Dmireton. (See Fe. 8, Fe. 14; Am. 7, Ka. 6.)

What This Means: Since being given this assignment, Dogrel
has contemplated all manner of angles to use.
He has decided to adhere to Eriadna's orders and act as a show of
imperial force in Randel. However, the
sighting of the Bettellyn troops has caused him to act. As feared, Bettellyn has mobilised troops
along the border; however, he has no idea if the Bettellyn forces are
positioned to defend or readying to attack.
Dogrel hopes that by showing them the imperial forces in Randel, he will
be able to make them hesitate.

Originally, Dogrel had planned on travelling straight to
Rardish to make an appearance to the queen.
However, the sighting of possible invasion troops have given him an
opportunity to rethink things. By going
to Dmireton he will be able to use that town's skyship facilities to service his own vessels. It will also put his fleet in a position to
move should Bettellyn invade. Also, by
avoiding the Randel capital, he stays out of the local conflict and does not
show any signs of sympathising with the monarch.

Description: Mivosian forces launch a second assault upon Polakatsikes, this
time throwing a large portion of their conscript armies at the main gates while
relying on their archers to keep the Heldannic soldiers manning the walls
occupied. This strategy seems to work,
as before long the gates are battered down with few casualties, and most of
those fall to well-placed spells, rather than crossbow-fire. Taking over the attack, the Mivosian heavy
infantry storms into the gatehouse, only to be greeted with boiling oil and crossbow
bolts fired from murder-holes. Those
who survive this counterattack attempt to batter down to inner gates, while
catapults and archers still concentrate their fire on the town.

Within an hour, and after suffering considerable casualties,
the Mivosians manage to break through the inner gates, and the heavy infantry
gears itself up for a rampage through the streets, only to be confronted with
an unsettling spectacle. A number of
the larger buildings in the town appear to have fortifications built on top
them, enough to shield archers and the like from counterattack while they fire
upon intruders, as now appears to be the case.
The archers of the Southern Legion of Vanya gaze grimly at the
intruders, and proceed to fire a volley into their ranks. Those that remain standing witness another
unpleasant sight-a phalanx comprising the remainder of the legion, bearing
spears and shields, barring any further progress into the town. Some of the Mivosians lose heart, but many
maintain their resolve, and advance against the phalanx, raising their shields
against the archers.

As the Mivosians continue to take casualties, but
nonetheless advance, more enemy soldiers pour into this part of Polakatsikes,
most of them conscripts. These men are
prodded into action by more Mivosian soldiers behind them, and they fight with
desperation, sandwiched between their overlords and their enemies. The situation remains unchanged for many
tense moments, until a large column of Mivosian infantry smashes through the
Heldannic phalanx, dispersing quickly throughout the town and attacking anyone
they see. Seizing the opportunity, more
Mivosian soldiers force their way through the breach, but these are blocked by
Heldannic infantry, who, dressed in full plate armour and wielding bastard
swords, cut deeply into the intruders, and manage to hold the line.

Again the situation looks like it will hold, until a great
boulder, no doubt launched by a catapult outside of the town, smashes in the
midst of the melee, sending rock fragments flying everywhere. The invaders try to capitalise on the
disarray of the defenders, and force their conscripts into action once more,
this time pitting them against the remnants of the Heldannic infantry and the
legion phalanx, which manage to reform themselves in time to hold back the
worst of the assault. Suddenly, a
number of the leading conscripts fall to the ground, their eyes blinded with light spells. Following up on this turn of events, a squad of Heldannic battle
priests moves into position, casting hold
spells at the more heavily-armed Mivosians.
Soon, the invaders are pushed back into the gatehouse, where boiling oil
and crossbow bolts inflict their deadly toll once more.

Seeing that no headway will be made this day, the Mivosian
commander orders a strategic withdrawal.
(See Fe. 23, Fe. 26; Fy. 3, Fy. 4.)

What This Means: The second Mivosian assault upon
Polakatsikes has proven unsuccessful, though they did manage to force their way
into the town. Unlike the previous
battles, casualties were quite high for the invaders-almost 180 conscripts died
(with another 17 taken captive), and almost 100 Mivosians suffered the same
fate. At the same time, the defenders
lost about 140 men, though had it not been for the sheer strength of the
fortifications, the enhancements on some of the interior buildings (such as the
interior battlements) ordered by Governor Wolfgang Stemmel, and the discipline
of the Southern Legion of Vanya, many more people would have died. Even so, though the Mivosians have been repulsed
once again, a number of them did manage to break through the defences and run
rampant.

What the PCs Can Do: Those Mivosians who managed to enter
Polakatsikes are still on the loose; the skills of the PCs will certainly come
in handy in hunting them down.

Fyrmont 2, AC
1017: Parliament Builds Naval Base.

Location: Village of Chansea, Bishopric of
Leominster, Kingdom of Bellayne. SC

Description: Labourers work around the clock to
expand the port facilities offered by the small town of Chansea on the south
coast. Artillery is brought down from
Leominster and secreted in the cliffs around the town in an effort to better
defend the strategic site, while three Vilaverdan-built frigates drop anchor in
the harbour flying the parliamentary colours, having been purchased with the
new taxes recently raised. All are
equipped with a small number of bombards provided by Torreón, via the
parliament's Vilaverdan trading partner.

Philip Southwell, in his capacity as parliamentary magist,
weaves a number of illusions over the naval works in an effort to conceal them
from rudimentary inspection. (See Fe. 11, Fe. 19; Fy. 18,Fy. 27.)

What This Means: As the only coastal site available to
the parliament, Chansea will be turned into a naval yard as rapidly as possible
by parliament order. Even at the
breakneck pace set by the workers it will be some time before the place is
finished. Nevertheless, the embryonic
parliamentary navy is set to commence operations immediately.

Fyrmont 2, AC
1017: Outer Fortresses Complete.

Location: City of Helskir, Dominion of Helskir,
Heldannic Empire, Isle of Dawn. SD

Description:Ordensgeneral
Anna von Hendriks' mood improves slightly with the news from one of her
messengers that the line of motte and bailey fortresses has been completed. She then takes the time to write up detailed
orders, in which she assigns skeleton crews to man each fortress, while the
remainder of the expeditionary force is to return to Helskir. (See
Fe. 19, Fe. 23; Fy. 9, Fy. 16.)

What This Means: Anna, having reviewed the reports that have
made their way to her desk over the past several weeks, has come to the
realisation that, unless reinforcements arrive from the Heldannic Territories,
her forces will not be able to hold out for very long against a concerted
assault by the Thyatian and Heldunian armies.
By utilising her defences as much as possible, she hopes to maximise the
chance that Helskir, at least, will remain under Heldannic control.

Description: At night, a small group of assassins enter
the Stonewall camp preparing their river boats, and try to kill General
Selcomad while he sleeps. A few adventurers
with the army notice and manage to stop them before Selcomad is slain,
however. A few of the assassins are
killed, but the rest manage to escape. (See Fe. 16, Fe. 22; Fy. 13, Fy. 25.)

What This Means: Stonewall will doubtlessly suspect the assassins
to be from Arkan or at least be hired by Arkan's leaders. Since the assassins all died or escaped,
there is no way to easily confirm or deny the theory, however, as magical means
are best used elsewhere.

What the PCs Can Do: The PCs can foil the plan if they are with
Stonewall, and thus rescue Selcomad.
However, the PCs could also be the assassins themselves! If they are the assassins, then they were
recently hired somewhere by a mysterious stranger who claimed to be trying to
protect Arkan from the Stonewall invasion.
This stranger never revealed his name, but appealed to the PCs by
drawing a grim picture of all the innocent people in Arkan who would die if the
Stonewall army was not stopped. This
person also admitted that while assassination was a bad thing, the PCs should
also remember that Selcomad and his forces are the aggressors here, and that
Arkan has to do things like this to just stay alive. After the assassination attempt, however, the PCs will not be
able to make contact with this mysterious stranger again.

Fyrmont 3, AC
1017: Colonists Will Be Sent...
Eventually.

Location: City of Tarthis, Nithian Empire. HW

Description: The three soldiers dispatched by Uart-neter
Semsu to deliver the status report to the pharaoh
are summoned once more to the offices of the pharaoh's bureaucracy, where they are told to relay an official
response back to their superior in Lothar.
The official tells them that the sealed papyrus scroll states simply
that the pharaoh is in favour is
dispatching colonists to Lothar at the earliest possible opportunity, and will
notify Uart-neter Semsu when arrangements have been made. (See
Ya. 4, Fe. 16; Am. 1, Am. 4.)

What This Means: Although the soldiers will likely trust the
word of the official, what they do not know is that, as with many nations
boasting a considerable bureaucracy, many decisions are made which do not even
reach the attention of the pharaoh;
instead, they are decided by anonymous officials according to their own,
occasionally competing, agendas. This
is just one such occurrence-the pharaoh was
very busy with his efforts to bolster domestic support and to show that he was
in control of Nithia, and many senior officials deemed that Lothar was far too
insignificant a matter to bring to his attention, given how distant it was, and
how far more pressing concerns existed.
As a result, the Lothar matter was decided by a handful of officials who
had likely never even heard of the place, and figured that addressing it would
not help their careers. The pharaoh will not be happy, if he ever
finds out.

What the PCs Can Do: If the PCs were entrusted with the task of
conveying the status report to Nithia, they may be a little nonplussed at the
response. PCs who know the pharaoh and his interest in Lothar will
likely find such a response uncharacteristic, and may be tempted to
investigate. They may embroil
themselves in the background politicking present within the Nithian
bureaucracy, and though they may not uncover the truth, they will likely make
enemies if they ask too many questions, or threaten the wrong people.

Description: While preparing for what the commander hopes
will be a final, decisive assault on Polakatsikes, a cry of alarm is sounded
towards the fringes of the Mivosian camp.
It soon becomes clear that a number of conscripts have risen in revolt,
and are now attacking any nearby Mivosians.
Without giving the matter a second thought, the commander orders a
couple of infantry platoons to put down the revolt, and kill anyone who stands
in their way. Soon, the battle is
joined, as the conscripts are forced to fight for their lives.

The Heldannic forces observe the disturbances with interest,
and soon deduce what is going on. With
their enemy's attention drawn elsewhere, they decide the time is right to send
out a raiding party of their own, and send out 25 cavalry, accompanied by the
remaining archers of the Southern Legion of Vanya and 80 heavy infantry. With some of the Mivosians' attention drawn
elsewhere, the Heldannic soldiers manage to make some headway, cutting a swath
through those enemies they encounter, and driving even more away with focused
flights of arrows. Some of the
revolting conscripts notice the Heldannic counterattack, and their resolve
hardens somewhat, allowing them to hold out against a charge by Mivosian heavy
infantry.

The tide begins to turn against the Mivosians once a squad
of Heldannic battle priests-in fact, the only remaining ones in
Polakatsikes-ride to the battlefield, cutting down anyone standing in their
way. Once they arrive, they cast a
series of flame strike spells, which
destroy the enemy heavy infantry who were bearing down on the Heldannic
archers. Even when Mivosian archers
begin to fire at the clerics, they ignore the danger to themselves and bless all the Heldannic solders close to
them, and fear at any nearby
enemies. Soon, the fields become
littered with corpses, and the fields initially cultivated by the Mivosian army
months earlier is put to the torch.

By evening, it becomes clear to the commander that his
forces cannot hold their positions for much longer; a partial withdrawal will
be necessary. He orders his runners to
relay his orders to his officers: the army is to fight defensively, take any
portable goods, and retreat to Treminios and Doleria. This the army does in short order, disengaging itself from its
battles with the now-former conscripts and the Heldannic forces, and staging a
fighting withdrawal until they take up positions along a line of hills roughly
half a mile north of Polakatsikes, from which they will head for the
villages. Their enemies opt not to
pursue them. (See Fe. 26, Fy. 2; Fy. 4, Fy. 10.)

What This Means: The accumulated pressure inherent in a long
siege, as well as the obvious use of the conscripts as expendable soldiers,
finally pushed a number of them over the edge.
They realised that there would be no hope of becoming free again, so
long as the Mivosians continued winning; their empire would just expand ever
more, and they would continue exploiting their conscripts until every last one
of them was dead. This became apparent
to them when the Mivosian army finally entered Polakatsikes: their overlords
were literally throwing them at the Heldannic forces, sacrificing them in order
to tie up more of the defenders. With
nothing left to lose, many of the conscripts revolted, though they paid heavily
for doing so.

The remaining Heldannic raiders helped them in this,
providing a distraction while the conscripts organized a rough plan. Unbeknownst to either side, a handful of
these men have managed to evade capture over the past few weeks, and have
continued their acts of sabotage, as well as meeting with some of the
conscripts to let them know that they were willing to help, since they had a
common enemy.

The Heldannic army, for its part, did not wish to risk
missing an opportunity to inflict a few more casualties on the enemy, and saw
the counterstrike as the last chance to break the siege. With the main gates still damaged, little
could have been done to hold back another concerted Mivosian assault. Although the gamble worked, it was a costly
one: fewer than five senior battle-priests remain alive, and the dependable
Heldannic cavalry is only a shadow of what it once was. The archers of the Southern Legion of Vanya,
despite suffering heavy casualties, performed especially admirably, continuing
to fire volley after volley of arrows into enemy formations, and the heavy
infantry nearly spent itself protecting the archers. As a whole, the Heldannic garrison threw about half of its
strength against the Mivosians, keeping the remainder in reserve should the
strike fail, and Polakatsikes find itself invaded once more.

The Mivosians did not expect their conscripts to revolt,
thinking that they had managed to bring them to heel. Nonetheless, the stresses arising from the sporadic sabotage of
the raiders, and the two-front battle which was just fought, has diminished
their resolve somewhat. Their
withdrawal is an acknowledgment that Polakatsikes was far more difficult to
attack than had been anticipated, but their resolve to push the Heldannic
Knights out of the region remains; there will be other battles, and they have
learned that the foreign knights are not invulnerable by any means. The siege is effectively broken-for now.

What the PCs Can Do: If they are serving with the Heldannic
Knights, this counterstrike presents an opportunity to serve gloriously in
battle. They will be surrounded by
enemies, and face the very real prospect of death, but the DM should play this
out as the climax of the long siege.
Mivosian PCs may also try to win glory for their growing empire, by
trying to eliminate the Heldannic battle-priests, or by holding off the
counterattack long enough to allow for an orderly withdrawal.

Fyrmont 3, AC
1017: Clerics Visit Glantri.

Location: City of Glantri, Principalities of
Glantri. OW

Description: Clerics from the Temple of Valerias in
Darokin come to Glantri City, bringing healing salves, love potions and
charms. Many Glantrians are actually
amused by the quaint customs of these Darokinian clerics, and innocently believe
that love trinkets and semi-religious icons will be the latest fads among the
glitterati of Glantri. The more serious
Glantrians are wary of their moves, especially when rumours circulate of the
clerics asking audience with Princess Carnelia de Belcadiz. (See
Fe. 15; Am. 22, Ka. 26.)

What This Means: The Temple of Valerias is intrigued by the
rumours circulating of the manifestation of their Immortal Patroness in this
heathen city, and have sent a couple of their brethren to investigate. When word gets out of their presence, and
their reasons for being in Glantri, there will be many among the nobility who
are less than pleased.

Description: For the past two weeks, the raids being
conducted by the Meghaddara and their "divergan" allies against the
construction sites has continued sporadically.
Despite the advice provided by his aides, Castellan Heinz Kronenburg is
convinced that a large-scale attack from the south or southwest is imminent,
and that the divergans are actively aiding the Meghaddara. When news comes of the overpowering and
abduction of the Heldannic patrol near the northern frontier, Kronenburg
explodes in anger, ordering his subordinates to round up a force of knights to
press into Meghaddaran lands, and to "teach those barbarians to fear the might
of Vanya." (See Kl. 24, Fe. 18; Fy. 16, Fy. 18.)

What This Means: Kronenburg's actions are simply evidence of
long-term isolation, coupled with developing delusions of grandeur. He has ruled Vanya's Rest, undisturbed, for
many years, and has not returned to Heldann since his arrival here. Having almost complete control over the
lives of the soldiers stationed here, with no one save the leaders of the
Heldannic Order to countermand him (and this has not happened yet due to his
efficiency), he has come to see himself as the absolute ruler of Vanya's
Rest-someone who has no time for disagreement, and whose word is law. Hence, Kronenburg has developed a tendency
to ignore the advice of his subordinates, since it is obvious to him that he
alone knows how to deal with any crisis facing Vanya's Rest. Furthermore, due to the dominion's isolated
location, there is little to relieve the tedium of patrolling and guarding the
remains of Vanya, save for the occasional raid-all this despite the prestige of
being posted to Vanya's Rest-and almost every person here realises that, if
trouble arises, help will not arrive for many weeks. Some people are capable of working well under such conditions for
prolonged periods, Kronenburg may not be one of them.

In response to his outburst, Kronenburg's aides calmly
respond that soldiers will be dispatched as soon as possible, and that he will
be apprised of their progress. In
reality, no such force will be sent, and any reports received by the castellan
will be falsified, since the advisers know that following such orders, when the
full extent of the current threat is not known, and especially when the
castellan is not in a rational frame of mind, might be inadvisable.

What the PCs Can Do: Meghaddaran or rakasta PCs can take part in
the raids.

Fyrmont 4, AC
1017: New Faith in Thyatis.

Location: City of Thyatis, Duchy of Thyatis, Thyatian
Empire. OW

Description: A Ceremony of Invitation is held in Thyatis,
a ritual act that gives to a church or cult the permit to build a temple in
mainland Thyatis' territory, and is performed every time an authorisation for a
cult who previously did not have a temple in Thyatis is approved. The ritual is formally the adoption of the
Immortal(s) or ideal of the cult among those of the Thyatians. This time, the church is the Temple of the
Starlit Knowledge, a pantheist philosophy that professes to learn from all the
Immortals how each of Them can enlighten one's knowledge of the world. (SeeFy. 16, Am. 19)

What This Means: Ceremonies of Invitation are not
frequent but neither totally uncommon in Thyatis; however it is about 10 years
since the last one was held. Some begin
to wonder if this faith has anything to do with the Justiciar Foundation, which
has recently come to people's attention.
Others suggest it could have some connection with the followers of
Gareth, although their faith has not arrived in the empire yet.

Description: Governor Wolfgang Stemmel, bearing a number
of wounds from yesterday's battle, meets with the leaders of the former
conscripts. Both parties thank each
other for fighting hard the previous day, and securing a victory against the
Mivosians. The discussion is
businesslike; both parties present know that their common enemy remains in the
area, and at most they have won a respite.
The main topic is the scope for cooperation between the two forces: the
Heldannic garrison has suffered considerable casualties, with an uncertain
prospect of reinforcements, given the lack of news from Vanya's Rest. The former conscripts (who have begun to
call themselves the Army of Meghala) number about 250 men, and are not in great
shape either. Everyone present agrees,
for now, to cooperate against the Mivosians, and the Army of Meghala will
shelter in Polakatsikes until a decisive counterattack of some form is
launched. (See Fy. 2, Fy. 3; Fy. 10, Fy. 13.)

What This Means: Both forces are following that age-old
adage: "the enemy of my enemy is my friend."
Although it has no love for the Heldannic Knights (who, to many people
of the Meghala Kimata Plains, are little better than the Mivosians in terms of
their philosophy and tactics), the Army of Meghala realises that, if it wishes
to see its members' city-states liberated, it will have to cooperate with these
foreigners, whose skill in battle is considerable. Wolfgang sees the Army of Meghala as a rag-tag band of rebels,
but he, too, knows that he will have to depend on them-at least until he can
obtain more reinforcements. In the
coming days, numerous plans will be drawn up concerning how to push back the
Mivosian army.

In the meantime, the remaining Heldannic clerics will use
their healing magic to assist the critically-injured of both forces, and the
damage sustained by Polakatsikes' fortifications will be assessed. Also, the conscripts who were captured
during the Mivosian assault on the town will be freed.

What the PCs Can Do: PCs skilled in tactics can help in the
planning.

Fyrmont 4, AC
1017: Magistrate Sells Out.

Location: Republic of Darokin. OW

Description: The ruling magistrate of one of the
borderland regions east of Selenica signs away his title for a generous sum of
money. The republic thanks him for his
patriotism, and sends him on his way.
His lands are absorbed into the heartland of the republic and placed
under the temporary administration of Selenica, until a representative can be
voted by the region's citizens. (See Th. 26, Fl. 10; Kl. 15.)

What This Means: The Council of Darokin has decided it needs
to gain more direct control over some of its border regions, in case of
imperialistic aggression by Thyatis.
They will attempt to buy out magistrates rather than simply confiscate
the lands or appoint their own magistrates.

What the PCs Can Do: If they have dominions of their own in
border regions, they may be put under considerable pressure to sell out to the
council. If not, but they still have
political ambitions, they can attempt to run for the position of
representative.

Fyrmont 4, AC
1017: Nhorg Reaches Gournzee.

Location: Duchy of Gournzee. WB

Description: Former Duke of Vrancea, Nhorg Alexander
Dmochowsky, is escorted to the boundaries between the Klagorst Confederacy and
the Duchy of Gournzee. There, the
Klagorst escort is replaced by a group of varkhan guards, who bring the exiled
ex-duke to the capital of the duchy, where he is met as a friend by Warlord
Naarn Dvorcic. (See Fe. 14, Fe. 15; Fy. 7, Am. 27.)

Fyrmont 4, AC
1017: A Tribute for All to See.

Location: City of Menkara, Empire of Nithia. HW

Description: After many weeks of work, the object of so many workers' toil
is unveiled to assembled dignitaries, plus the Selhomarrian ambassador, by the nomarch of Menkara, Djemun. In a carefully crafted speech, she reviews
the tribulations faced by the people of the Delta Kingdom under the rule of
Senkha and her sympathisers, and how the rightful rule of Pharaoh Ramose was restored once more. She thanks everyone present for their loyalty to the true ruler
of Nithia, and expresses the gratitude of the pharaoh and his family for the efforts of the Selhomarrian armies
in their efforts to help free northern Nithia from Senkha's rule.

She concludes her speech with a gesture, and workers uncover
the new structure, which is revealed to be an archway leading from the port
into the city proper. On one side
stands a Nithian warrior, his khopesh sword
raised high, and on the other stands a Selhomarrian soldier, his own short
sword upraised. The two swords meet
midway above the street, thus closing the arch. (See Th. 20, Fl. 18.)

What This Means: This is the way in which the ruler of
Menkara is choosing to show her appreciation for the efforts undertaken by the
Selhomarrians to liberate the city, which fell to Senkha's forces in 1015, and
was occupied for roughly a year. Many
residents of the city had no love for the Senkhites' rule, and were happy to
see them go; they were even happier when, after conquering Menkara, the
Selhomarrians helped them form a provisional government under a clerical
coalition, instead of occupying it for a prolonged period. This, plus the aid the soldiers rendered in
maintaining order and assisting in repairs to the city walls, made the Nithians
see the Selhomarrians in a rather positive light. This archway, whose figures look out to sea, is symbolic of that
partnership which developed.

Fyrmont 5, AC
1017: The Tribes Are Joined.

Location: Kitma Tribal Lands, Tanagoro Plains. HW

Description: High General Shazula Shazeke announces that
he formally intends to take the woman Miopi as his wife. To solidify the proposal, Shazula personally
leads a party of warriors and servants to travel to Kitma lands to present to
the Kitma Chief Xalmak his offering of twenty prized aurochs, numerous pelts,
and an assortments of crafted goods and weaponry. Xalmak graciously accepts the offering and offers both his
approval and best wishes for the couple.
(See Ya. 10, Kl. 3.)

What This Means: Shazula has pretty much discounted the
prophecy. He feels that if there is any
truth to it, it has been completely misinterpreted by the old hag, Izala. He rationalises that the vision actually was
a prophecy foretelling his meeting Miopi, the warrior women being the
motivation. Though he cannot explain
all the details he feels that he has made the wisest choice.

Fyrmont 5, AC
1017: Sultan's Armies Reach Ctesiphon.

Location: Town of Ctesiphon, Emirate of Dythestenia,
Emirates of Ylaruam. OW

Description: Sultan Hassam al-Kalim leads several
thousand Ylari warriors marching to the relief of Ctesiphon. When they get within a few miles of the
town, the Thyatian troops hastily withdraw back towards Biazzan, burning their
own siege engines rather than taking the time to bring them along. The sultan leads his troops through town
quickly, to the cheers of the townsfolk, and orders the Emir of Ctesiphon to have
the Thyatian campsite dismantled. The
sultan then leads his troops in pursuit of the retreating Thyatian forces. (See
Kl. 10, Fe. 9; Fy. 9, Fy. 10.)

What This Means: The Ylari have cleared the Thyatian troops
from Dythestenia, but the brigands that came with them scatter into the
hills. They will plague the area for
some time.

Fyrmont 6, AC
1017: Darokin Does Little.

Location: City of Darokin, Republic of Darokin. OW

Description: After over a month, the Darokin Council
issues a formal protest against naval attacks against the Five Shires, but
votes against actual military aid.
Although Elissa Pennydown does her best to persuade the council to send
help, she is left in the minority this time.
(See Fe. 10, Fe. 11; Fy. 8, Fy. 13.)

What This Means: Though his assistance was probably not
necessary in influencing the negotiation-minded Darokin Council, the Master of
Hule nevertheless exerts all available influence in the vote. He does not want open warfare between
Darokin and Thyatis yet-first he needs to create tensions between the Western
Defence League countries. So he has
Greenleaf Vickers argue against providing help to Five Shires, with the side
effect that Vickers does not appear to be supporting any single faction
consistently, thus eliminating suspicions that he might have some kind of
ulterior plan. The Master's plot is
working-the hin will be extremely disappointed with their fellow league
members.

Fyrmont 7, AC
1017: New Ruler for Vrancea.

Location: Duchy of Vrancea, Confederacy of Klagorst. WB

Description: On this day, it is decided by the
Klagorst Confederated Assembly in Gask that Lord Jozef Drulovic of Nerkul will
become the new Duke of Vrancea. (See Fe. 15, Fy. 4; Am. 27, Sv. 1.)

What This Mean: Lord Jozef is a nobleman from Tcheltar,
and he was not 'involved in the recent war.
This is the main reason why he has been chosen; the confederacy does not
want to upset the Vranceans by choosing a noble who had fought against them in
the war. Lord Drulovic has represented
Tcheltar more than once in the assembly, and has also served as an ambassador
of Klagorst to Brasov, so he is not a puppet, but rather a diplomat and a
potential ruler, who is, however, fully loyal to the confederacy.

What the PCs Can
Do: If one of the PCs has considerable
status in the Klagorst Assembly and is an experienced politician of the region,
and has not been involved directly in the war... well, it could be his or her
time to become a ruler!

Description: In a private back room of a tavern, several Randel military
officers meet to discuss the domestic situation. This time Administrator Alphatar, the magist Karatnora, Sister
Marigara of the Razud Order in Randel, Brother Swertigon of the Alphatian Order
of Stonewall, and several adventurers are on hand. The meeting begins with a brief introduction of the participants.

Brother Swertigon offers that the Order of Alphatia will
condone any actions taken against the clerics, citing that they have been told
by their Immortal that the majority of the clerics have been corrupted and no
longer share the graces of the Immortal Alphatia. Sister Marigara likewise offers the support of the Orders of
Razud, both in Randel and in Stonewall in any move against Junna and her
clerical advisers. Both clerics cite
that their orders will testify to the justification of the actions and limit
adverse reactions from the empire's clerical followings. Both cite their preference that as many as
possible of the clerics be taken alive to allow a proper investigation of their
motives and status in the whole matter.
In particular, Brother Swertigon wants Sister Riddlynn arrested and is
adamant about leading any assault on the temple.

Alphatar and Karatnora both reluctantly condone any actions
taken against the clerics and any moves to remove Junna from power. However, they do press their will that Junna
not be harmed, as it is unclear if she is corrupted or is merely guilty of
following the advice of her clerical advisers.
Karatnora announces that she will assume the reins of power and appoint
Alphatar as her chief adviser. Since
they have knowledge of the palace, they will assist in the admittance of any
forces sent there, particularly in lessening resistance from the palace guards.

Colonel Kattesh informs them that his commander, Army
General Brikstrist, is poised to assist the conspirators in any reasonable
role. However, the involvement of the
military will have to be limited due to recent developments. Kattesh reports that border units at the
Randel Line have been monitoring Bettellyn troop build-ups along the border. They suspect that Bettellyn may be using the
situation in Randel to mount an assault.
As such, Brikstrist has mobilised Randel's limited forces into position
to meet any invasion.

Kattesh also makes mention of the sighting of the three
imperial skyships and their presence
in Randel lands. The colonel reports that
Randel agents have discovered that the fleet is commanded by Dogrel and is in
Randel to monitor the situation and to offer a visual deterrent to
Bettellyn. This news is a boost to the
conspirators as some had feared that Eriadna may have sent them to intervene on
Junna's behalf. That the vessels failed
to respond to magical communiqués only heightened the mystery. (See
Kl. 21, Fy. 1; Fy. 8, Am. 14.)

What This Means: The Randel military and people have had all
that they can take of Junna's reign. As
such, the various sects have come together to plan her overthrow. The approval of the Razud and Alphatia
Orders does much to bolster their cause.
With Karatnora's offer of assuming the throne, the matter of a
replacement is a non-factor. Most see
past the facade that she will actually rule, but act as a figurehead for
Alphatar. Regardless, the move
technically fills the traditional requirements so they do not oppose it.

The matter of Dogrel's skyships
has also been troublesome. Few
think that Eriadna would take sides in the local troubles or even in any
conflicts between kingdoms. Randel
agents have managed to uncover some of the details of the expedition and have
concluded that the skyships will not
hamper their coup. It really does not
matter as the coup would have been initiated anyway, the support of the
Alphatia and Razud Orders being primary allies in the matter. Their non-participation just makes it a bit
easier.

What the PCs Can Do: Obviously the PCs can be the ones tasked
with the temple or the palace. If need
be they can participate in both. As a
two-part adventure designed for a small window of opportunity, the PCs can
split their numbers and attend to the objectives simultaneously. If need be, their numbers can be
supplemented by NPCs. Care must be
taken in regards to the temple and with Junna-irreparable harm to either will
sour any appreciation for success. As
further insurance for Junna's sake, Alphatar gives the PCs a symbol that they
are allied to the family and not simple burglars.

Fyrmont 7, AC
1017: Fire in Trintan.

Location: Village of Trintan, Principalities of
Glantri. OW

Description: A fire breaks out in the southeastern
border village of Trintan, spreading quickly through the houses and threatening
to engulf the villagers. To make
matters worse, bands of humanoids are sighted at the vicinity of the blaze,
harassing fleeing villagers and looting the burning houses. News of this disaster reaches the nearby
Fort Monteleone, as well as a strange report of a humanoid-driven war machine,
which may have started the blaze. (See Fe. 18, Fe. 20; Am. 3, Am. 14.)

What This Means: Though roving humanoids are not uncommon
in Trintan due to its proximity to the Broken Lands, these goblins and gnolls
are armed and organized. The war
machine, made from a wooden cart, the skull of a dragon, chain spears, and a
fire-spewing dwarven furnace, did start the fire. By instruction of the new warden of the marches, Prince Malachie
du Marais, the authorities of Fort Monteleone are already on the alert for
trouble involving humanoids or shadow elves, and will be hardly surprised by
such an event.

What the PCs Can
Do: The adventure arcade game
D&D: Shadow Over Mystara actually
begins with this scenario. The PCs will
be involved in confronting the humanoids invading Trintan, who started the
blaze and operate the war machine (one of the bosses in the arcade game!). The next part of the plot leads the PCs to
Fort Monteleone, where they are then referred to Prince Malachie in Glantri
City. The warden of the marches sends
the PCs on a skyship to Aengmor to
investigate the trouble with the shadow elves-and ultimately, to foil Synn's
plot!

Fyrmont 7, AC
1017: Not Exactly the Future We
Envisioned.

Location: Village of Latveii, Province of Septentriona,
Thyatian Empire. SD

Description: The robots reach the Isle of Dawn, and find
themselves flying near a small settlement apparently inhabited by backwards
rustics. They consider buzzing the
hamlet, but decide to take a leisurely stroll through it first before picking
some suitable mayhem to unleash. When
they arrive, they get mistaken for a group of knights-errant, their automatic
translators giving them facility with the locals' crude speech. They decide to play along for now with what
appears to them to be some sort of live-action drama about early Blackmoorian
history.

They make acquaintances with a small group of itinerants who
seem to be playing the parts of heroes, and who say they are intent on
exploring a nearby ruin, slaying the creatures they find within, and taking
whatever treasure they might find.
Though they find the robots aloof and taciturn, the party nevertheless
entreats the "knights-errant" to join them on this escapade. The group leaves town, headed up the Doloma
River towards the ruins of Fjellstue.

The following morning a local family is found dead in their domus, each apparently killed by precise
burns that passed completely through them.
The family is known for its team of horses, which seem to be
missing. (See Fe. 7, Fe. 20; Fy. 11.)

What This Means: The robots are psychotic, dangerous, and
unpredictable-classic Chaotic Evil types.
They killed the family that night in order to take the horses, so they
could "better play their parts."
Eventually they plan on killing the party, taking the treasure for
themselves, and switching roles to play the part of black knights and evil
warlords, a role they think they'll be good at.

What the PCs Can
Do: If the PCs are in town, they
might be the party the robots latch on to.
Even if they don't end up inviting them, the robots will feel it is
their role to involve themselves in the activities of the characters, and will
follow them.

Description: While the majority of the capital sleeps,
adventurers enter the Temple of Alphatia and the royal palace, going about
their business of removing the despised elements. Junna is beaten and subdued, and Karatnora placed upon the
throne. Without their spells, the
clerics fall apart at the attack of the conspirators. Unfortunately, Sister Riddlyn is slain by Brother Swertigon in
the temple. However, many of the
clerics surrender after her death. The
main threats come from the doppelgangers, which use their innate abilities to
wreak havoc among the attackers.

With the palace and temple secured, the conspirators are
told by one of the captured clerics that Brother Paxxel is missing. Curious, they press the cleric for more
information. The cleric points them
towards the chambers that lay beneath the temple, saying that the brother and
several of his fellows used them for their quarters. The conspirators make haste for the chambers but find that Brother
Paxxel and his allies have disappeared from there by means of a freshly
excavated tunnel that links in with the city's sewer system. They do find their quarters, which are
morbidly placed in an empty crypt. Also
found are several freshly drained corpses.
When asked about these corpses, the clerics respond that those were part
of Paxxel's bizarre practices; they themselves show signs where they have been
fed upon.

Outside Randel troops move into position to quell any
possible problems. The troops stationed
at the Randel Line, the Randel Wall and in Alpira go on full alert in case
their neighbours decide to take advantage of any chaos within the kingdom. Surprisingly, the transfer of power unfolds
without too many incidents. Quite to
the contrary, the news of the ascension of Karatnora and its validity in the
imperial court are met with a sense of relief.
For the rest of the day both the temple and palace are filled with
activity as troops, officers, mages, and clerics come and go with great frequency. (See Fy. 1, Fy. 8; Am. 14, Sv. 1.)

What This Means: The plotters have initiated a coup against
Queen Junna's reign. Its execution was
relatively smooth, being limited to the temple and the palace. Civil unrest was at a minimal due to the
popular tone of the coup and the confined nature of it. Junna is forced to sign an abdication
against her will and then is secured within the palace under watchful
guard. Though the adventurers' tasks
are done, there are still questions to be answered. The scenes of the coup are filled with investigating parties
trying to sort through the evidence to piece together what had all transpired.

What the PCs Can Do: PCs directly involved in the temple and
palace actions may find themselves being hailed as heroes, depending on their
manner in performing the duty. They
will be fully debriefed on the matter to aid in the investigations. Likewise they may find themselves
participating in the evaluation of the evidence.

Fyrmont 8, AC
1017: Houses Organise Volunteers.

Location: City of Darokin, Republic of Darokin. OW

Description: Not content with the council's decision,
Elissa Pennydown and Corwyn Linton start gathering volunteers to help the hin
fight Thyatian and Minrothaddan attacks.
The Darokin Council does not oppose this, but makes it clear that the
volunteers will not 'have any official status or support. (See
Fe. 11, Fy. 6; Fy. 13.)

What This Means: There is nothing hidden in this event. Certain Darokinians still want to help the
Five Shires, and Pennydown and Linton will organise them.

What the PCs Can
Do: PCs could join the volunteers
to help the Shires.

Fyrmont 8, AC
1017: Torpin Fallout... and
Explanation.

Location: City of Ionace, Ionace Island, Nayce. AS

Description: Xerathis, Tredrigon, and Dlanor are furious
as the limiting of the Torpin Class submersible. They arrive at Ionace to protest the decision and lobby for their
project to be expanded to more than one example. Before they reach the council hall, they are intercepted by
several military officials who tell them why the Torpin is to be unique.
They cite its overly large size, high cost, low manoeuvrability, and
limited offensive capability. For the
cost of two Torpins, Nayce could
finance a sizeable submersible fleet;
one that would better suit the expansive region that needed patrolling. With all of the island bases being brought
online, the need for long range submersibles
like the Torpin Class are not as
pressing-smaller, higher performance submersibles
can use the bases to maintain their logistical needs.

The officers do tell the project leaders that the Torpin would continue, but in a slightly
different role and as a singular vessel.
It would still be a military vessel but would also act in an exploratory
capacity. The officials stress that the
Torpin Class is not officially dead,
and that the future of the class will depend upon the performance of the Torpin.
For their part the project leaders reluctantly accept the decision and
explanation. They reconcile themselves
that at least they will be able to manifest their mentor Brodicim's dream by
creating the Torpin and possibly
being paramount in the production of the Reaver
Class submersible. Promises of the use of their massive submersible works to fill the fleets
also presses the point. (See Ya. 23, Kl. 24; Fy. 22, Fy. 24.)

Fyrmont 9, AC
1017: Ylari Enter Biazzan... Almost.

Location: Fort Nicos, County of Biazzan, Thyatian
Empire. OW

Description: The Ylari forces pursuing the retreating
Thyatians enter the pass of Biazzan. As
the vanguard approaches Fort Nicos, rockfall traps are activated, raining down
on the main column of Ylari troops.
Dozens are crushed to death, and the Ylari vanguard is trapped on the
Thyatian side of the blockage, while the main body is cut off on the other
side. As the vanguard is milling about,
several thousand Thyatian troops, members of the Hespirian Tagmata Regiment and
the garrison of Nicos, begin to advance.
Some Ylari attempt to escape back over the rubble blocking the pass,
while others try to spur their mounts up the rocky slopes on both sides of the
valley, hoping to escape. Others
attempt to sell their lives as dearly as possible, while still more simply
recognise the futility of the situation and surrender.

At the north side of the blockage the sultan is told it will
take a day or longer to clear the rubble sufficiently to allow his armies to
get through to the other side. His
mages and clerics use their magic to hasten the process, but it is still
nightfall before they are able to break through to the other side. By then, the battle is already over on the
other side of the pass. The sultan's
engineers notice there are several more such rock traps lining the canyon
walls, and that advancing under these conditions would be dangerous. Sultan al-Kalim orders his forces to
withdraw a mile up the pass and encamp for the night, while he and his council
discuss what to do. The next morning
they receive word, via magic, that Tameronikas has been attacked. (See
Fe. 9, Fy. 5; Fy. 10, Fy. 12.)

What This Means: The Thyatian forces at Fort Nicos are more
prepared and alert than they were when the Ylari raiders attacked during the
Great War. Full use is made of the rock
traps, which the Ylari did not suspect existed because they had not previously been
utilised. The sultan's forces have been
caught out of position by the Thyatian attack on Tameronikas, and now the
sultan will have to decide whether to abandon the pass and attempt to relieve
Tameronikas, or to press forward. After
considering the situation and consulting with his advisers, Hassam decides to
return to Ylaruam and have his troops march as swiftly as possible. He hopes to reach Tameronikas before it
falls.

Fyrmont 9, AC
1017: Beset on All Sides.

Location: City of Helskir, Dominion of Helskir,
Heldannic Empire, Isle of Dawn. SD

Description: The long-anticipated day arrives: the
combined force of Thyatian and Heldunian soldiers has massed around the
perimeter of Helskir, several hundred feet from the protective ring of
motte-and-bailey fortresses. The
attacking force sends out a few patrols to probe the defences, and many of
these suffer moderate casualties.
Seeing that no retaliatory strikes are in evidence, the
Thyatian-Heldunian force entrenches itself.
(See Fe. 23, Fy. 2; Fy. 16, Fy. 18.)

What This Means: With a chokehold on all of the territory
surrounding Helskir, and the Naycese blockade at sea, the Heldannic forces are
effectively trapped. Lacking the troop
strength-they have roughly 1,500 soldiers left-to stage a major offensive, Anna
von Hendriks and her advisers concluded that, so long as they remain ensconced
within Helskir, the enemy must come to them, and try to break through the
numerous defences that have been erected.

What the PCs Can Do: If they are part of the Heldannic forces,
the PCs might be ordered to sneak behind enemy lines to determine the attacking
force's strengths and weaknesses, and possibly carry out an act of sabotage or
two. If they are part of the Thyatian-Heldunian
force, they could perform similar missions against the Heldannic forces-and
possibly even infiltrate Helskir itself to obtain vital military secrets. Definitely an opportunity for good espionage
activities.

Fyrmont 9, AC
1017: Mykonos to Receive More Support.

Location: City-State of Kastelios, Serpent
Coast. DV

Description: In a unanimous decision, the Assembly of
Kastelios agrees to provide the nascent colony of Mykonos with more financial
support, in the form of investment to go towards making it more
self-sufficient, and providing incentives to encourage a small number of
Kastelians to settle there. Pleased
with the decision, Adonai Stephanos immediately begins to draw up plans for a
second voyage to the island. (See Fe. 18, Fy. 1; Fy. 22, Am. 20.)

What This Means: The evident success in establishing Mykonos
has won political points for Adonai, something of which he is well aware. The development of Mykonos is actually quite
timely: the arrival of hundreds of Milenian refugees from the Meghala Kimata
Plains has begun to tax the resources of the city-state, and some members of
the assembly see the island as a potential place to offload the newcomers. This, and the apparent richness of Mykonos,
makes the whole arrangement seem entirely beneficial to Kastelios.

Fyrmont 9, AC 1017: Østmark Besieged!

Location: Town of Østmark, Kingdom of Qeodhar,
Nayce. AS

Description: As grim news continues to trickle in
concerning the reversal of the Antalians' fortunes in central Qeodhar, the
inhabitants of Østmark are shocked to see ships, flying Qeodharan colours,
sailing towards the not-too-distant coast.
The townsfolk grow alarmed at the implications. Hastily, defences are erected, and arms
prepared, for the conflict that is sure to come.

Within hours, the ships drop anchor not far from the coast,
and soldiers are rowed ashore. A force
of roughly 200 men marches up to the wooden palisade surrounding Østmark, and
from its ranks comes a heavily armoured man, who demands the unconditional
surrender of the town. Without
hesitation, the inhabitants refuse, and the Qeodharans commence the siege. (See
Th. 16, Ya. 4; Fy. 15, Am. 1.)

What This Means: Morale among the Antalians is already
beginning to ebb. Since the defeat at
Almisford, the "liberated" territories have steadily been whittled away by
concerted Qeodharan-Alphatian assaults.
While this campaign has been occupying the Antalian jarls' attention, Norlan has secretly been sending soldiers and
ships to Icehop Island, which lies off the eastern coast of Qeodhar, for the
past several months. Sparsely inhabited
by Antalians, control was secured quickly before any word of the second
invasion spread, and a long-disused naval base has been pressed into service
once more. From this base, an assault
has been launched along the eastern coast of Qeodhar, with the aim of cutting
off the Antalians' access to the sea, thus trapping them between two
forces. Østmark is one of several
landing points.

What the PCs Can Do: If they are working with the attackers, the
PCs could find themselves engaged in reconnaissance missions to determine the
strength of the town's defences.
Alternatively, if they are working with the Antalians, they might be
asked to carry messages to other defenders in the region, in order to
coordinate a counterattack to relieve Østmark; or they might be asked to
interfere with the besiegers' plans (either though sabotaging their equipment
or assassinating key figures).

Fyrmont 9, AC
1017: Foiled by Turtles and Ants.

Location: Hinterlands, Thyatian Empire. DV

Description: Siobhan daughter of Maeve renews the
strategy of raiding seemingly vulnerable Thyatian settlements, hoping to
undermine their strength in the region and get them to give up the Hinterlands
as too costly and unprofitable. But key
areas prove tougher than they used to, with increased (if improvised in many
cases) fortifications and better-equipped and organized defenders. The raids are more difficult and less
successful than they were earlier in the year.
Furthermore, few members of the Raven Clan participate, and even the
members of the Jackal and Rhino Clans seem reluctant to wage a campaign of
destruction in their own lands. So the
burden of fighting falls mainly on the Leopard Clan. (See Kl. 5, Fe. 6; Fy. 25,
Sv. 14.)

What This Means: At Leilah ben Nadir's command, the
inhabitants loyal to Thyatis (both settlers and Thyatianised natives) have been
organized into militias and given good equipment (including surplus equipment
from mainland Thyatis sent as forces there re-organized and downsized). Outlying farmsteads have been converted into
fortified villas and communities, able to better resist attack. With more forces, Leilah has organized her
troops into fast reaction forces under several commanders, able to respond
quickly to raids.

What the PCs Can Do: As the war grinds on there are many small
skirmishes the characters can be involved in.

Fyrmont 10, AC
1017: Assassination Attempt on Bakai.

Location: Camp of Chagon-Nah, Ethengar Khanates. OW

Description: In the night, one of Bakai's attending
priests attempts to poison her as she sleeps.
The attempt is foiled by a Bortak bratak-one
of the bodyguards assigned Bakai by her husband Batu Khan. The priest is brought
before Manghai Khan, and is sentenced
to immediate death. In the morning,
Manghai Khan apologizes to the Bortak
bodyguards and Bakai, and explains that the priest was a radical who wished to
see Manghai succeed his father at all costs.
(See Fe. 3, Fe. 18; Fy. 12, Fy. 15.)

What This Means: Manghai/Jaku's explanations are
truthful-he did not commission the priest to murder Bakai. The man was simply an extremist who hoped
(like Manghai does) that in slaying the eldest daughter of the Golden Khan, he would secure his lord's
succession. Despite the coincidence,
the repeated attempts on Bakai's life will set many to begin their own
investigations-notably Akmad ibn Yussef.

What This Means: The recent siege showed where the weaknesses
in Polakatsikes' fortifications, though still largely intact, were
located. This work will take a few
months, but it is something that cannot be ignored, especially if the town
could be attacked again.

Fyrmont 10, AC
1017: Ierendi Steps Up Patrols.

Location: Kingdom of Ierendi. OW

Description: Naval patrols in the Sea of Dread are
stepped up in numerical strength and frequency. Ierendi's powerful sea forces are on particular lookout for
piratical activities and raids-notably those carried out by Thyatian and
Minrothaddan vessels. Merchant ships
from the Five Shires are given special escort through Sea of Dread waters. (See
Fy. 4, Fy. 8; Sv. 3.)

What This Means: Ierendi has been very concerned about the
increasing Thyatian interest in the Sea of Dread region since the annexation of
Minrothad last year. In response to the
call for aid by the hin of the Shires last month, Ierendi has sent its navies
out in force, to ensure that the Sea of Dread stays safe, and to attempt to
keep a check on Thyatian and Minrothaddan activity.

What the PCs Can Do: Sea-oriented PCs can find a lot of action in
the Sea of Dread-either working with the Ierendi navy, or working with any of
the various other factions in conflict in the region.

Fyrmont 10, AC 1017: Thyatis Attacks Tameronikas.

Location: Town of Tameronikas, Emirate of Nicostenia,
Emirates of Ylaruam. OW

Description: When he learned from his commander at
Ctesiphon that the Ylari were pursuing them, Eusebius personally led the main
Thyatian forces up the coast to Tameronikas.
There are over 4,500 troops with this force (consisting of the Hetaereia
Augustiana, the Anatolian Tagmatic Regiment, the 2nd Marine
Expeditionary Force, and the 6th Imperial Battle Fleet). With them also are a few hundred unenthusiastic
Ylari volunteers, under the command of a fringe member of the Preceptor faction
who happens to be a prominent native of Tameronikas.

When the Thyatians arrive, the land troops construct a
fortified camp outside the walls of Tameronikas while the ships bombard the
town from the sea. The Ylari garrison
and townsfolk attempt to hastily repair the seaward defences of the town to
prevent it from being captured immediately.
(See Fy. 5, Fy. 9; Fy. 12, Fy. 14.)

What This Means: These are the steel jaws of Eusebius' trap
snapping shut on Ylaruam. With the
sultan's main army far to the west, the Thyatians can attack Tameronikas with
relative impunity; it will be a few days at least until the sultan's forces can
arrive. By then, Eusebius hopes to have
Tameronikas under Thyatian control. The
Ylari troops accompanying the Thyatians consist of some of the men captured by
Thyatis last year and this year, plus some Ylari sellswords, all of whom are
more or less supporters of the cause of the Preceptors, but none of which are
enthusiastic about fighting on behalf of Thyatis.

Fyrmont 10, AC
1017: Thyatian Emissaries Reach Twaelar
Capital.

Location: Twaelar Merrow Empire, Sea of Dread. OW

Description: Emissaries representing the Thyatian Empire, including
several Seahome elves, reach the capital of the Twaelar Merrow Empire under a
banner of truce. They inform the
Twaelar that they are empowered to negotiate peace between the Twaelar and
Thyatis. The Twaelar, themselves also
growing weary of a costly war with no apparent benefits and no victory for
either side in sight, agree to discuss an end of the conflict. (See
Th. 13, Ya. 16; Fy. 19.)

What This Means: The war has gone on for two years with
no resolution. Though in the beginning
things went well for the Twaelar, battles have become more difficult and costly
as the war has worn on and the Thyatians learned how to fight back. Thyatian ships,
including airships, carrying frogmen equipped with armed diving sleds, have
been conducting strikes against Twaelar bases and settlements while just as the
Twaelar have been conducting raids against the Thyatians. Now both sides are growing tired of a war
that seems like it could go on indefinitely without a negotiated settlement.

Eusebius also uses this as an opportunity
to learn more about the Twaelar Empire.

What the PCs Can Do: Characters might be dispatched to negotiate,
or as guards for the envoys. They will
then witness firsthand the extent of the Twaelar Merrow Empire, and face
whatever challenges the DM chooses to put before them.

Description: The adventurers and the "knights-errant"
delve into the ruins of Fjellstue. The
robots help the party through a couple of encounters with monsters before they
decide their charade is getting tedious.
They then turn on their "comrades" in the next encounter, cutting them
down quickly. After that, they begin
the long process of intimidating the local monster population into submission,
the first act in their new career as evil warlords. (See Fe. 20, Fy. 7.)

What This Means: The robots will face competition with the
other monstrous leaders in the region before they can succeed in their quest to
become menacing warlords. The Thyatians
will soon discover, based on similarities between the descriptions provided by
surviving crewmen of the figures that attacked their ship and the
"knights-errant" described by the inhabitants of Latveii (and who are now the
prime suspects in the murder of a local family), that they apparently have a
new problem on their hands.

What the PCs Can Do: If the PCs were the ones the robots
accompanied, they'll face a sudden and possibly surprising attack just when
they're engaged with some tough monsters and somewhat drained as a result of
previous encounters.

Fyrmont 12, AC
1017: Preceptor Defects!

Location: Town of Tameronikas, Emirate of
Nicostenia, Emirates of Ylaruam. OW

Description: The Thyatian forces wake up to discover the
banner of the Preceptor who had been commanding their Ylari auxiliaries flying
over the gatehouse of Tameronikas. The
Ylari volunteers had set up camp north of the main Thyatian camp, and it is now
abandoned-all of them appear to have joined the defenders of Tameronikas. (See
Fy. 9, Fy. 10; Fy. 14, Fy. 26.)

What This Means: The Ylari sneaked out in the dead of night,
having made contact with the troops within the walls and convinced them of
their desire to abandon the Thyatians-if the town would declare its support for
the Preceptor faction and reject the rule of Sultan Hassam. Somewhat out of desperation, they agreed.

Description: With the recent advances of the united
Jennites, those Alphatians who do not live in the coastal towns have begun to
move to the city of Skyfyr and the towns of Port Marlin and Rock Harbour, and
Anchorage of course. Few stay in
Anchorage, though, but soon continue on toward Skyfyr. However, some determined Alphatians decide
to stay in Anchorage and fight to the bitter end. (See Fe. 20, Fe. 25; Fy. 26,
Am. 23.)

What This Means: The recent Jennite advance has most
Alphatians on the run. Alphatian
encounters with the enemy have not gone well, so few are hopeful that the
Jennites will be stopped anytime soon.

What the PCs Can Do: Alphatian PCs can help organise the retreat
and escort the refugees, while Jennite PCs can spy on the refugees and stage
attacks on Alphatian positions.

Fyrmont 12, AC
1017: Suspicions Confirmed.

Location: Camp of Chagon-Nah, Ethengar Khanates. OW

Description: The wizard Akmad ibn Yussef receives a
visitor in his yurt, a young Ethengar
shaman named Trungpa. After a lengthy
discussion, the two arrive at the conclusion that Manghai Khan is under a powerful possession. Unfortunately, the knowledge alone is not enough to solve the
problem-even if they were to dispel the spirit from Manghai's body, the young khan's soul would still be missing. They must somehow locate Manghai's
soul. Trungpa believes it to be in the
Spirit World, and the two begin to make plans to retrieve it. (See
Fe. 18, Fy. 10; Fy. 15, Ei. 15.)

What This Means: Trungpa received a warning from his
spirit lord in Kaldmont of last year that things were not right in the Spirit
World and the World Yurt. Over the course of the year, his
investigations have led him to the truth-that an evil spirit is possessing
Manghai Khan. Akmad, too, has begun to suspect Manghai of
not being himself. The two will be very
cautious about their plans, so as not to draw Manghai/Jaku's suspicions.

What the PCs Can
Do: Trungpa will need adventurers
to accompany him into the Spirit World to find Manghai's soul. They will have to be unimportant
characters-people that the khan will
not miss if they disappear for a time.

Fyrmont 12, AC
1017: Dead Travel Fast.

Location: Barony of Two Lakes Vale. NW

Description: Sylarion and the Shadow Lord stop at the
border of the small barony of Two Lakes Vale, and hide their undead troops
(numbering some 1,500 creatures) in the caves of the hills. The vampire elf then communes with his Immortal, to receive new instructions. (See
Fe. 14, Fe. 16; Fy. 15, Fy. 17.)

What This Means: Nyx ordered the exodus of the undead
troops from Aeleris Pits (where Sylarion left a small garrison of 100 lesser
undead under the wyrd Aeleris' command, however) to the Barony of Two Lakes
Vale with the promise She'll have turned this vale into a veritable paradise
for the undead race. However, Sylarion
and the Shadow Lord don't know how this will happen exactly, so they are now
waiting for precise orders from Nyx.

Fyrmont 13, AC
1017: Mauntea Warehouses Sacked.

Location: Shireton Port, Five Shires. OW

Description: Under the cover of the night, the warehouses
of Mauntea House in Shireton Port are looted and burned by unknown
vandals. The house makes an official
complaint, and the authorities conduct a short investigation, but the criminals
are not found. (See Fy. 6, Fy. 8.)

What This Means: This is the hin anger against Darokin
pouring out. And the hin authorities
don't really want to investigate this either.
So this crime, and other similar ones, will remain unsolved.

Description: Both the Heldannic Knights and the Army of
Meghala agree to send small scouting parties into Mivosian-held territory, in
order to find out how strong their grip on the surrounding lands happens to be,
and to initiate various acts of sabotage.
Priority will also be placed on meeting with any resistance leaders they
can find, and providing whatever assistance to them can be given. (See
Fy. 4, Fy. 10; Fy. 15.)

What This Means: Realising that a frontal assault is out of
the question, the allied Heldannic-Meghalan force has decided to use disruption
and subterfuge as its weapons of choice against the Mivosians. If there are enough people suffering under
Mivosian rule, who wish for freedom, they might be spurred into action if they
knew that their struggle would not be an isolated one.

What the PCs Can Do: Naturally, the PCs should be among those
considered for such a mission. Several
parties will be formed, and each will be sent to a different city-state, where
they will have to spy on the enemy and determine where the Mivosians' weaknesses
happen to be. A dangerous job, to be
sure.

Description: While the Stonewall forces are now busy
finishing their river boats and loading supplies and troops onto them, the
guard patrols have been expanded due to the recent assassination attempts, and
some monsters wandering in from Blackheart.
One such patrol goes missing, and when a group of experts are sent out
to find them, they are attacked by bears, wolves, a few treants, and other
sylvan creatures. They discover that
these were apparently made to do so by a druid, whom they then capture. Suspecting that this druid might have something
to do with the recent assassination attempt, they then bring him to Rainbow
Spring for questioning. However, even
after intensive questioning, the druid, Arbandas, continues to claim that the
attack was in response to the army's utter disregard for the forests they're
in. He does admit, though, that he had
his forces attack and kill the patrol that went missing, and even reveals where
their bodies are buried. He also admits
that he used to live in Arkan, which only suggests to Selcomad and the other
leaders that he may indeed have been involved with the assassination attempt,
and they decide to keep him prisoner until they can decide what to do with him. (See Fe. 22, Fy. 3; Fy. 25, Am. 4.)

What This Means: Arbandas is telling the truth. He's a pretty young druid, and his youthful
anger got the better of him when he decided to attack the invaders. This is just an unfortunate side-effect of
the Stonewall army's presence here, but due to the recent assassination
attempt, the Stonewall forces are very reluctant to accept Arbandas' claims of
innocence.

What the PCs Can Do: Obviously the PCs could be the adventures
who capture Arbandas.

Fyrmont 13, AC
1017: The Hatfei Counter... Brutally.

Location: Makekei Territory, Neathar Lands. HW

Description: A Hatfei raiding party crosses over into
Makekei lands and stealthily make its way towards the home of Swerg, the
believed instigator of the assassination of Duma and his two companions. The Hatfei strike at the abode, killing
Swerg, his three sons, and two kinsmen outright. The Hatfei raiders withdraw from the area after setting fire to
the residence, the flames killing still more of the family, including Swerg's
wife and youngest daughter. Other
Makekei assemble to fight the fire but by the time they do so the Hatfei are
well away from the area. (See Ya. 6, Fe. 6.)

What This Means: It did not take long for the perpetrators of
the assassinations to be found out, their boasts doing much to undermine
secrecy and even support within Makekei.
This waning support within the Makekei Tribe explains the ease that the
Hatfei had in assaulting Swerg's home.
The demise of Swerg's wife and daughter is a tragedy, but deemed an
accident by those wishing to avoid further conflicts. Others see their deaths as omens to the brutalities to come if
war erupts. However, several of Swerg's
friends and kinsmen swear vengeance and subtly offer bounties on the heads of
Hatfei tribesmen.

What the PCs Can
Do: PCs already engaged in the
conflict may organise and execute the revenge, or try to prevent it, or plan
further retaliation, depending on their side and alignment.

Fyrmont 14, AC
1017: Thyatis Recognises Emirate of
Tameronikas.

Location: Town of Tameronikas, Emirate of
Nicostenia, Emirates of Ylaruam. OW

Description: Eusebius agrees to meet with the Ylari
leader within Tameronikas under a flag of truce. After several hours of negotiation, the emperor signs an
agreement, recognising Tameronikas and the region around it as the sovereign
Emirate of Tameronikas, and the leader of the Preceptors as its emir. He pledges Thyatian support in protecting
the Emirate of Tameronikas from attempts by other authorities to control
it. In exchange the representatives of
Tameronikas agree to cede the small border region east of Fort Zendrol, running
from below the hill escarpment due east to the coast, to the Empire of
Thyatis. (See Fy. 10, Fy. 12; Fy. 26, Am. 1.)

What This Means: Eusebius would have preferred to conquer
Tameronikas outright and add it to the Thyatian Empire, but he is very
satisfied with the idea of creating a small client state, dependent upon
Thyatis, as a buffer between Ylaruam and the empire. The Emirate of Tameronikas covers the southern half of the former
Emirate of Nicostenia, with its northern frontier roughly halfway between Cubia
and Tameronikas, and its southern and western frontiers ending at the border
with Thyatis.

Ylari living in the region ceded to Thyatis will be allowed
to move into Ylari territories, while Eusebius will settle some Thyatians in
that border area to better control it, including by making some military land
grants. Thyatian advisers,
representatives;, and attachés will be very prominent within Tameronikas.

The Preceptor faction as a whole will be of two minds
regarding the Emirate of Tameronikas.
On the one hand, they do not want to be perceived as being pawns of
Thyatis, but on the other hand the Preceptor-led emirate will be too convenient
a gathering point for them to pass up; so the opposition to the Kin regime will
gather here. This will both help them,
but will also undermine their popularity some and thus further entrench Kin
rule of Ylaruam. Sultan Hassam will not
be pleased when he learns of this.

Third Week

Fyrmont 15, AC
1017: Who Mourns for Wazor?

Location: Barony of Two Lakes Vale, Icereach
Range. NW

Description: During the night, Wazor, Court Mage of
Baron Maltus Fharo, is interrupted in his sleep by the intrusion of a sinister
elf in his quarters. The elf suddenly
attacks the wizard, who tries to repel the enemy the best he can. When the guards storm the mage's bedchamber,
they find the body of the dead wizard lying limp on the floor, his neck broken
and his nightgown caked with blood. The
assassin is nowhere to be found, however.
(See Fe. 16, Fy. 12; Fy. 17, Am. 4.)

What This Means: Nyx has ordered Sylarion to assassinate
the court wizard of Baron Fharo. The
mage Wazor was in fact a member of the Onyx Ring, and was the effective ruler
of the barony, having charmed the baron and his seneschal for many years. Wazor administered the barony according to
Idris' wishes, and had it stay out of any possible political agreements with
the lords of Norwold and Heldann to avoid interference in the country's
internal affairs. In fact, Wazor was
slowly but steadily spreading the cult of Idris among the population, who had
so far accepted it without problems, since the Church of Idris seemed to keep
the preying dragons away. With Wazor
out of the way, Nyx's servants can now proceed with the next stage of the
Immortal's plan.

Fyrmont 15, AC
1017: Date of Burial Set.

Location: Camp of Chagon-Nah, Ethengar Khanates. OW

Description: After some talks with the priest and
shamans of the Murkit tribe, Manghai Khan
announces that the burial of his father will be on Rinpoch, 15. This day is
known as the Day of the Spirits and so the shamans see it as an especially
appropriate time to bury Moglai Khan on
the World Mountain. All important
Ethengars are summoned to this ceremony.
The body of Moglai will continue to be magically preserved until then.

Akmad ibn Yussef and Trungpa agree that the ceremony would
be an opportune time to begin their quest into the Spirit World. (See
Fy. 10, Fy. 12; Ei. 15.)

What This Means: There is a gate to the Spirit World at the top of the World Mountain. Akmad and Trungpa hope to use this to gain
entry into that world, that they might find Manghai's lost soul. Using the funeral procession as cover is a
perfect opportunity, as a band of adventurers might otherwise be discovered by
evil spirits working in conjunction with Jaku the Render.

Fyrmont 15, AC
1017: The Jarls Confer.

Location: Village of Ragnisfjord, Kingdom of
Qeodhar, Nayce. AS

Description: The surviving jarls of eastern Qeodhar meet in this fortified village, 50 miles
west of Østmark, to discuss the recent turn of events. Everyone present is well aware of the
continued Qeodharan-Alphatian drive eastwards into the Antalian-held
territories, as well as the fates being visited upon those who are
captured. Rumours abound of prisoners being
impaled on stakes, and many villagers being force-marched in the direction of
Farend-towards what is certain to be an unpleasant end. Making matters worse is news of the siege of
Østmark, as well as other Antalian settlements on or near the eastern coast.

Realizing that they cannot hold off an invasion on two
fronts, the jarls agree to send for
aid. The main problem is that they are
unsure as to who would be willing to aid them.
Qeodhar is distant from most of the lands of the Old World, and there are
no regional powers on Skothar or further north to which they could turn. After hours of tense debate, they arrive at
one possibility-the Northern Reaches, and specifically Ostland. All present know of their heritage as the
people of fallen Ystmarhavn, as well as the kinship they share with the people
of the Northern Reaches; if there are any people who might be swayed to aid
them, it would be those people, and more so for the Ostlanders, who even in
Qeodhar are known for their prowess in battle and their stronger adherence to
traditional Northman ways. In the
meantime, they resolve, their forces will continue to harry their enemies
whenever possible-especially in the northern regions of the island, where
Norlan's forces are spread thinly.
Happy at arriving at a decision, the jarls
commission envoys to make their way to the island nation. (See
Ya. 4, Fy. 9; Am. 1, Am. 10.)

What This Means: As the embattled descendants of the
once-mighty nation of Ystmarhavn, the Antalians of Qeodhar have taken great pains
to remember who they are and where they come from. They are also aware of the existence of their distant kin-the
people of the Northern Reaches.
Although contact with these southern cousins is all but nonexistent,
mainly taking the form of sporadic trading years ago, the fact remains that
they do exist. The jarls are hoping that the Ostlanders will not have forgotten about
them, nor their own warrior spirit.

As for the rumours, they are mostly just that-rumours. Antalian prisoners have not been executed in
large numbers; instead, they are force-marched along with their non-combatant
families to parts unknown, perhaps for some more sinister purpose.

What the PCs Can Do: PCs could easily find themselves taking part
in a diplomatic mission to Ostland.
There are all sorts of dangers awaiting the envoys at sea, some of which
could test the mettle of any adventurer!

Description: A scouting party from Polakatsikes, sent to
these villages to determine the size of the Mivosian force stationed here, is
surprised to find them abandoned, and in ruin.
Anything of value that could be taken is gone, and the surrounding
fields have been burned. (See Fy. 10, Fy. 13.)

What This Means: The Mivosians have withdrawn to Syropolis
and Tyrnae, both of which have better fortifications, and possess more
resources which may be used in the war effort.
Furthermore, this better protects the army from any raids or other forms
of attack. In the coming months, the
Mivosians will be working to replenish their ranks, and further cement their
hold on the various city-states they have conquered.

Description: The expedition to Skothar returns to the city of Minaea
after its transactions with the Jennites.
Theodorian Metothemius sends in a
search party to try and find the men who deserted, but they have left the city
and are not found. After
re-provisioning and a brief stopover, the squadron continues on south along the
coast of Skothar. (See Kl. 27, Fe. 21; Sv. 10.)

What This Means: Theodorian Metothemius knew he was
unlikely to find the deserters, and even if he did he wasn't sure he'd want
them back.
But he felt he had a duty to try.
In any case, the expedition has until now remained within areas that are
at least somewhat known to the Thyatians.
Now they will begin travelling into the unknown.

Theodorian decides the expedition
will winter in Minaea, sending ships and men on short expeditions to explore
the region, especially charting the coasts.
Metothemius meanwhile tries to develop good relations with the Minaean
government.

What the PCs Can Do: Swindlers or con-men in Minaea might try to
separate the characters from their hard-earned loot. Or the characters might try to do that to some poor, innocent,
naive, Minaeans-if they can find any.

Fyrmont 15, AC
1017: Pirate Ball.

Location: City of Baraga, Merry Pirate Seas. HW

Description: King Necco the Black holds the annual Pirate
Ball, an extremely formal affair which is a virtual who's who among the Merry
Pirates. The ball is held in the Grand
Ballroom, a lavish hall on Necco's private estate. All of the pirate-kings and their queens, other pirate nobility,
plus those with connections or great wealth, are present. The most talented musicians, the finest
foods, and the most elegant clothes are all part of the gala. During the ball, "Handlebar" Emilio,
Pirate-King of Puerto Morillos, makes an overly aggressive pass at Carola the
Grappler, one of the few successful women captains. Emilio, having consumed far too much drink, gropes at Carola
during a romantic dance. Carola
responds, despite her elaborate and attractive gown, by dropping Emilio to the
ground and pinning him with an expert wrestling move, her dagger held to his
throat. The stunned crowd immediately
cheers for Carola and jeers at the drunken Emilio. Carola quickly regains her composure and the ball continues. Emilio leaves, convinced that she'll be
along shortly. (See Fl. 17, Fe. 6; Fy. 20, Am. 20.)

What This Means: The Pirate Ball is the highlight of the
Merry Pirate's social calendar. This is
one of the few times when all of the wealthiest and most famous pirates will
set aside their differences to come together in one place. Besides socialising and carousing, the
pirates will use this opportunity to hear rumours, check up on their rivals,
and other gossip. Emilio is a notorious
womaniser who has sought after Carola for many circles, to no avail. Carola is annoyed by Emilio and his brash
act at a highly visible public event demanded harsh action. She is also an expert wrestler. Although this is a formal ball, no one is
really concerned by the incident-these are still pirates, after all.

What the PCs Can Do: Unless the PCs are of Name level, are very
wealthy or very well connected, they will not be invited to the ball. However, bribes or trickery may also be able
to get them in. The gala can serve as a
rumour mill and is an excellent opportunity to role-play the interactions
between famous pirate captains.
Alternatively, lower-level PCs can be hired as guards, or can hear the
gossip from the ball as it spreads through Baraga the next sleep.

Description: Observers stationed at the southern
fortresses note the existence of campfires during the night-to the
southwest. Curious, the officers
dispatch several scouting parties the next days to determine the source of the
fires, and after they return, they report the existence of many sets of
footprints, some of which appear to have been made by paws. (See
Fe. 18, Fy. 3; Fy. 18, Fy. 19.)

What This Means: Castellan Heinz Kronenburg will feel
vindicated that his suppositions concerning the current threat posed to Vanya's
Rest appear to be correct, but he is mistaken.
During the recent series of raids, the Meghaddara and their rakasta
allies captured a Heldannic patrol.
Through interrogation, they learned from the officer in charge that the
castellan suspects an attack from the southwest, convinced as he is that the
rakasta are in fact divergans. Using
this information, they arranged to have a number of warriors make false camps
to the southwest of the Heldannic fortifications, to give the illusion that
enemies are gathering there.

What the PCs Can Do: Meghaddaran or rakasta PCs can take part in
the raids, or they could have interrogated the prisoners.

Fyrmont 16, AC
1017: The Offensive Begins.

Location: City of Helskir, Dominion of Helskir,
Heldannic Empire, Isle of Dawn. SD

Description: Feeling that the time is right, the
assembled Thyatian and Heldunian forces form up into their respective
regiments, and begin the final offensive.
The advance forces are quickly bogged down by traps and other defences
constructed around the motte-and-bailey fortress, such as spike-filled pits,
snares, and various lethal booby-traps concealed among the thick shrubs and
copses that grow in the area. As they
slowly make their way through these, crossbowmen rain bolts upon the advancing
forces, cutting down many where they stand.
Some men manage to pass through the gauntlet, and force the troops in
some of the fortresses to spread their resources thinner in order to hold off
attackers from all sides.

For a while, it seems that the Heldannic forces will be able
to hold the line, until the main tower of one fortress suddenly explodes in a
ball of flame! While the surviving
troops within are disoriented, magic
missiles and lightning bolts take
down those who did not head for cover.
Taking advantage of the confusion, a group of several hundred screaming
Northmen charges a battered section of the wall, smashing a large hole in it,
and proceeding to rout the remaining defenders. Before the defending Heldannic forces can react, several other
fortresses also erupt in balls of flame, or are smashed by large boulders,
hurled by heavy Thyatian catapults.

Within an hour, what was a faltering of the line among the
southern fortresses becomes a rout, as a large break in the chain of defences
is made. Within that gap, outside the
reach of the Heldannic crossbowmen, the assembled force gathers, and then
passes through into a region of light forests and open fields... and within
view of the outer wall of Helskir.
Soon, it becomes apparent to the fortress commanders that their enemies
have successfully breached their defences; the options are clear-surrender, or
make a mad dash for freedom. Some of
them, under the white flag of peace, march from their fortresses, and are
quickly disarmed and brought to the rear of the Thyatian and Heldunian
lines. Others, hoping to win the favour
of Vanya one last time, lead their men into a last defiant charge against their
enemies-being utterly annihilated in the process, but taking many of their
enemies with them as they go down. Finally,
there are those who abandon their posts, and hope to escape. Although many of these are captured, others
manage to make it to the outer walls, and are thrown rope ladders in order to
enter Helskir, or they disperse into the wilderness. (See Fy. 2, Fy. 9; Fy. 18,
Fy. 20.)

What This Means: Although the Heldannic force's outermost
defences have failed, they did serve their purpose-they delayed the enemy's
advance, and they forced the Thyatian and Heldunian troops to expend resources
and soldiers against well-built, but barely-manned, wooden fortresses. Anna von Hendriks and her advisers knew
beforehand that the advance to the outer wall could not be prevented, only
delayed, and even one or two days' respite might be enough the better entrench
themselves.

In total, about 170 soldiers manned the fortresses, of which
about 90 died, with around 40 being captured and the remainder escaping into
the wilderness or to Helskir. The
assault cost the Thyatian-Heldun force about 140 men, with another 50 or so wounded,
by comparison. Aside from superiority
in numbers, what tipped the balance in the attackers' favour was the presence
of battle mages, the elite Antalian Guard, which single-handedly secured three
fortresses during the battle, and the Thyatian tuldum regiment, which constructed the heavy catapults that were
used to great effect.

What the PCs Can Do: If they are serving with the attacking
force, the PCs can earn themselves some glory in battle, especially if they
prove instrumental in destroying and/or conquering one or more fortresses. Even after the battle, there will be plenty
of work to do: the surrounding territory is still filled with traps, and
surviving Heldannic soldiers who managed to escape. If they are with the Heldannic force, the PC will have their
hands full just trying to survive, but if they manage to do so, an exciting
adventure could be staged, in which they must try either to escape the northern
Isle of Dawn, or make it back to Helskir.

Fyrmont 16, AC
1017: The Temple of Starlit Knowledge.

Location: Town of Julinius, Duchy of Thyatis, Thyatian
Empire. OW

Description: In the city of Julinius, construction is
begun on the Starlit Knowledge Dome, the new cult's first permanent shrine in
Thyatis. It will be a three story high
building capped by a dome. A group of
expert Modrigswerg dwarves from Soderfjord are hired to work on the
construction. It seems quite odd to the
population, and the strange dwarves immediately give way to a lot of rumours
among the population, especially since the dwarves do not mingle much with
others and keep largely to themselves while they are in Thyatis. (See
Fy. 4; Am. 19.)

What This Means: There is nothing sinister about the
Modrigswerg involvement in the tower's construction, although their strange
appearance and habits raise a lot of curiosity in the city, and people do
wonder why they were contracted to do the work. Questions about the Temple of Starlit Knowledge continue to grow,
but for some people the mystery surrounding the cult creates a form of
attraction, as a secret they want to be in on and share.

Fyrmont 16, AC
1017: The Olgarians' Problem.

Location: Olgarian Levtja, the Converted Lands, Hulean Empire. WB

Description: The war in Olgar has been dragging on
for many months now, but with decreasing results. Realising that their cause will not succeed in the short term,
the few remaining rebels decide to flee to the Marmureg Woods. If they cannot free Olgar, at least they can
live free themselves. Some head west,
hoping to begin a new dominion in the Yazak Steppes free from the Master's
domination. (See Va. 10, Fl. 15; Sv. 1.)

What This Means: The rebels realise that their cause is
hopeless. The people of Olgar have
become increasingly scared in the face of the Master's deceptions and use of
brute force. Hosadus has been doing his
best to depict the rebels as subversives incited by a foreign power (Zuyevo)
wanting to conquer the region and destabilise it. The Olgarian Church, having no love for the Master, is however
somewhat disillusioned with Zuyevo for going on military adventures elsewhere
instead of helping Olgar. Since the
Master never really suppressed the church, as long as it did not hinder his
rule, they have no option but to accept his control for lack of a better alternative. The Master will continue to increase his
hold on the minds of the Olgarian people in the meantime, free from
interference from outside powers.

Fyrmont 16, AC
1017: Platoon Disappears near
Maelstrom.

Location: Sundsvall Maelstrom, Nayce. AS

Description: A scouting patrol of Underocean merrow
disappear while passing near the Sundsvall Maelstrom while on their way to a
mission of survey for possible undead activity. There is no sign of battle with undead or other hazards. (See Ya. 12, Fe. 10; Sv. 23, Ei. 18.)

Fyrmont 16, AC
1017: A Little Night Music.

Location: Town of Kopstar, Principality of Bergdhoven,
Principalities of Glantri. OW

Description: Glantri's most notorious couple, Princess
Juliana Vlaardoen and the Black Eagle Ludwig von Hendriks, are enjoying an
evening's entertainment at a popular music hall in Kopstar. Midway through the performance, the pair is
interrupted by Juliana's uncle Anton.
He regrets the intrusion, he says, but there are urgent matters
regarding the military banner stationed in town, and could he trouble the Black
Eagle for his extensive expertise?
Perturbed, but unable to refuse such a request in front of the princess,
von Hendriks complies.

Shortly after the pair leave, the princess is visited by an
unexpected visitor-Sir Feldian Lehenard.
Upon seeing her former lover, the princess is overwhelmed by emotion,
and it is not long before she is professing her love to Feldian. When he presses her on the topic of her
relationship with the Black Eagle, she turns away. She is in love with him as well, she confesses. Nevertheless, Feldian manages to convince
Juliana to come away with him for a time, that he might show her how much he
truly cares for her. He also tells her
of Anton's acceptance of his bid to marry her . Quietly, the pair slips out of
the music hall, and to Feldian's waiting chariot.

Later, when the princess does not return to the Tower of
Linden at the appointed time, Ludwig von Hendriks grows angry. Servants hear him cursing and breaking
things well into the night. The
princess does not return for several days.
(See Fe. 7; Am. 24, Ei. 2.)

What This Means: The magicks used by the Black Eagle to woo
Juliana cannot entirely compete with true affection-this is one reason why
Dolores Hillsbury arranged for the death of Prince Jaggar's wife years ago when
she used a similar enchantment on him.
The Black Eagle had no idea about Feldian's existence-the boy was at war
before the Black Eagle started his plan to win the princess. When she returns, Juliana will have a lot of
explaining to do, and von Hendriks will not be at all pleased with her answers.

What the PCs Can Do: If the PCs are the sort of characters who
keep their ears to the ground and associate with unscrupulous types, they may
overhear a plot to have Feldian assassinated.
They can warn the young man, and get in his good graces (for what it's
worth-he's no noble), or perhaps they can go straight to the princess
herself. If they get involved, however,
the Black Eagle will be certain to notice their interference.

Fyrmont 17, AC 1017: The Death Stone.

Location: Barony of Two Lakes Vale, Icereach
Range. NW

Description: In a secluded island in the middle of
Two Lakes Vale's Western Lake, a black dragon's peaceful slumber is broken by
an explosion. The dragon awakes
bleeding and stares with agony and pure hatred at the black-robed stranger that
stands in front of him, taunting the wyrm with a grin. The dragon immediately lunges at the
stranger, biting only air where the projected image of the wizard stood, then
his body is shaken by a terrible bolt of lightning he cannot avoid. Still fuming, the dragon tries to exit his
hideout inside the isle, but a wall of stone blocks his way out. With powerful blows from his claws, the
dragon carves his way out of the cave, while another fiery explosion burns his
tail and wings. Once out of the
hideout, the dragon darts in the air and turns back to the cave's entrance,
prepared to unleash his acid breath upon the intruder. The black-robed wizard walks out without
fear, and is suddenly washed by an acid rain.
However, the fearless wizard stares back at the flying dragon, his red
eyes blinking, and suddenly the wyrm plummets to the ground, dead frozen. The Shadow Lord grins at his deed, and
proceeds to take possession of the black rock, which the dragon was closely
guarding in the middle of his treasure cave.
(See Fy. 12, Fy. 15; Am. 4, Am. 12.)

What This Means: Nyx instructed the Shadow Lord to locate
the Death Stone, a powerful natural
artifact that will be pivotal in the success of Her plan. The stone was guarded by an ancient black
dragon that served Idris, so the Shadow Lord's delight in vanquishing the wyrm
was even greater. Landryn still doesn't
know why the stone is so important to Nyx, as She prefers to reveal Her plan
bit by bit to Her servants, but he's determined to exploit it if the
opportunity arises.

Fyrmont 17, AC
1017: Darokin Tunnel Plugged.

Location: Kingdom of Rockhome. OW

Description: Construction begins on a new fort,
designed to keep watch over the so-called Darokin Tunnel, a pass through the
Altan Tepes mountains into Rockhome.

What This Means: The dwarves of Rockhome have had to deal
with a few too many invasions by goblinoids through the Darokin Tunnel, and now
they are finally going to take measures to protect this border.

What the PCs Can Do: Adventurous PCs will be needed to help
defend the workers from monster attacks in the dangerous mountain regions.

Description: During the predawn hours, sentries
positioned along the ring of partially-completed fortifications report the
presence of a host of unidentified armed men, possibly numbering in the
hundreds, heading from the southwest.
Once word reaches Castellan Heinz Kronenburg, he orders a force of 1,000
men be sent at once to meet the enemy force, and instructs all soldiers manning
the various fortresses to hold their positions and try to prevent the enemy
from entering Heldannic territory before help arrives. In addition, he orders one of Vanya's Rest's
two warbirds to transport a number of
troops to the region immediately, as a measure to bolster troop numbers there
just in case the enemy force proves to be larger than anticipated.

Thinking the matter settled, Kronenburg goes about his
business, confident in the ability of his men to hold back a small number of
ragtag Meghaddara and their divergan allies.
His reverie is interrupted when, while enjoying a leisurely breakfast,
he is interrupted by a breathless messenger, who reports that a large host of
Meghaddara and cat-men have overwhelmed two northern fortresses, and are now
bearing down on Vanya's Rest!
Hurriedly, Kronenburg dispatches message to his commanders, ordering them
to regroup their forces to meet the latest threat. At the same time, he receives word that the battle in the south
has begun; the enemy force is composed primarily of cat-men, with a sprinkling
of Meghaddara, and even at this early stage of battle, some observers report
that the cat-men's tactics do not appear to resemble those documented as being
used by the divergans. Nevertheless,
the enemy force, though lightly armed, is highly manoeuvrable, which prevents
the Heldannic Knights from pinning them down in order to wipe them out
cleanly. Kronenburg orders his southern
commanders to use whatever means necessary to hold back the assault until help
arrives.

Just as he finishes digesting this latest information,
Kronenburg's thoughts are interrupted yet again by an alarmed
messenger-intruders have somehow breached the defences of Vanya's Rest! Already skirmishes are taking place in the
lower corridors, as bands of Meghaddara and cat-men stealthily make their way through
the fortress, wreaking havoc where they can and running away whenever they
encounter a larger force of knights.
Grabbing his weapons, he orders the messenger to send word to his
remaining commanders: those positioned in the field should concentrate their
efforts on eliminating the enemy force which had breached the outer defences,
while garrison commands should rally their forces and ensure their respective
areas are secure. (See Fy. 3, Fy. 16; Fy. 19, Fy. 21.)

What This Means: The Meghaddaran-rakasta feint has proved
itself to be effective; Kronenburg thought the small force to the south
(numbering around 600 humans and rakasta) was the vanguard of a much larger
army, and so ordered his southern garrisons to remain in position, and at the
same time ordered 1,000 men sent south to aid them. This left about 2,000 men in the fortress of Vanya's Rest
itself. With Kronenburg's attention
drawn south, it was easier for the main Meghaddaran-rakasta force (numbering
about 1,500 warriors) to break through in the north. Once they managed to get past the defences, around 250 of the
invaders broke off, and managed to sneak into Vanya's Rest itself, while the
remaining warriors drew the attention of the garrison. Now that the Heldannic Knights have enemies
in their midst, the situation looks grave, indeed.

What the PCs Can Do: If they are with the knights, the PCs will
either be hunting down those enemies who managed to enter Vanya's Rest, or
engaging in pitched battles outside (either around the fortress, or to the
south). If they are with the Meghaddaran-rakasta
alliance, the PCs could either be drawing attention by staging daring raids, or
they could be part of the force that is infiltrating the fort.

Fyrmont 18, AC
1017: Commanders Nominated.

Location: Cities of Theeds, Earldom of Theeds, and
Leominster, Bishopric of Leominster, Kingdom of Bellayne. SC

Description: Both sides choose this day to nominate
overall commanders of their swelling armies.

For the royalists: General of the Army, Lord-General Jeremy
Brumstead; Major General of the Foot, Sir Lionel Edgwinton; General of the
Horse, Lord Rodney the Intrepid; and for the parliament: Commander in Chief,
the Rt. Honourable Blythe-Jackson; Commander of the Horse, the Honourable
Edward Hampden; Commander of the Foot, the Honourable Richard Croft; Magical
Adviser, the Honourable Philip Southwell.
(See Fe. 19, Fy. 2; Fy. 27, Am. 17.)

What This Means: By now both sides appear to have become
bored of the paper war of words between the two sides-both sides launch a
massive recruiting and arming drive across the kingdom. Due to the parliament's superior resources,
it seems that the king is perhaps lagging behind somewhat in the race for
recruits.

What the PCs Can Do: Prominent characters could be given
secondary command positions or become staff advisers to one of the commanders
or form special action squads on their faction's behalf.

Fyrmont 18, AC
1017: Withstanding the Storm.

Location: City of Helskir, Dominion of Helskir,
Heldannic Empire, Isle of Dawn. SD

Description: A massive bombardment of Helskir's outer
walls begins, as ten heavy catapults lob boulders at the fortifications. Although many of them miss their mark,
falling short of the wall itself, others score direct hits, causing considerable
damage and inflicting casualties. The
barrage continues all day, with the hits becoming more accurate as the hours
pass. A cease-fire is called by dusk,
after which the Heldannic soldiers send out repair crews to restore the
worst-hit portions of the wall. (See Fy. 9, Fy. 16; Fy. 20, Fy. 23.)

What This Means: The Thyatian-Heldunian alliance is
displaying a show of force, to illustrate to their foes what they are capable
of doing. They also hope to demoralise
the Heldannic soldiers defending Helskir, by being able to pummel their
defences from a safe distance, without fear of a counterattack. Although the damage was considerable,
relatively few defenders lost their lives, and the worst of the destruction is
repairable in fairly short order.

What the PCs Can Do: PCs serving with the attacking force could
find themselves scouting the outer wall to determine where bombardments should
take place, or perhaps sneaking behind the defences themselves. Heldannic PCs could perform acts of sabotage
against enemy catapults, or wreaking havoc among outlying troops.

Description: After months of alternating between
resting in Raven Scarp, making runs to other coastal settlements (including a
brief jaunt to Kastelios, where a small number of Milenian refugees from the
interior were picked up), and charting some of the larger coastal islands of
the Hinterlands, Julius Ambrosius orders his men to settle any business they
might have in Raven Scarp, as tomorrow the exploratory flotilla will sail
eastwards. (See Va. 25, Fl. 15; Am. 9, Sv. 2.)

What This Means: Julius wanted to familiarise his men (many
of whom have never sailed in tropical regions) with the waters around northern
Davania, as well as acclimatise them to the rigours of the land, as he suspects
that future events in the expedition will not be so tranquil. In the meantime, the Thyatian authorities
asked him to perform some minor chores for them, such as charting islands and
ferrying cargo over short distances, in part because of the ongoing conflict
with the Hinterlanders of the interior.
Seeing that some action would keep his men alert, Julius agreed. Now, however, he can delay his voyage no
longer; his crew are as prepared as they can be.

Fyrmont 19, AC
1017: Armistice Negotiated With
Twaelar.

Location: Twaelar Merrow Empire, Sea of Dread. OW

Description: The Thyatian Empire and the Twaelar Merrow Empire conclude
an armistice agreement, bringing an end to the two year long war between
them. They agree to respect each
other's presence in the region, and to cooperate against threats to their
mutual interests. The Thyatians will
draw up new sea-charts and their ships will travel in designated sea-lanes to
avoid passing over Twaelar communities.
This will limit the risk of a ship sinking and hitting a Twaelar
settlement. Thyatis also agrees to pay
100,000 gp in compensation, plus a 1,000 gp per month subsidy to the
Twaelar. The Twaelar officially
recognise Thyatis' claim to the Thanegioth Archipelago islands (eastern, not
the western group part of Yavdlom).

Both parties will establish
permanent embassies in each other's capitals, and trade will be permitted. This last part was suggested specifically by
the envoys from Minrothad, and will help expand the empire's trade
network. Soon the Thyatian Empire will
be taking in enough revenue from taxing the trade to more than cover the cost
of the monthly subsidy to the Twaelar. (See Ya. 16, Fy. 10; Am. 20, Ei. 19.)

What This Means: The Thyatians and the Twaelar decided a
mutually beneficial pact would be better than the mutually harmful war. Neither are
rivals for the same resources, since the Twaelar are a sub-oceanic power and
the Thyatians almost exclusively a land-based power. Twaelar consulates will also be established in Mora and Raven
Scarp, and Thyatis will establish consulates in some other Twaelar communities
as they learn more about the Merrow Empire.
As a result of this peace agreement, the Thyatians will redirect several
fleets of marines to support the fight in the Hinterlands against the
Thratians.

As a part of this deal the
Thyatians requested that the Twaelar turn over information regarding who was
shipping them supplies during the war.
Names of several of the Twaelar contacts in the Nayce's arms trade are
given to Thyatis. The Thyatians will
keep their sea-charts secret, available only to their own merchants (which
include those of Minrothad). Thus their
ships will stay in the safe sea-lanes.
The Twaelar have the right to attack ships sailing outside these lanes, which
may make things dangerous for those who don't have the proper charts. Most Thyatian captains will abide to this
restriction and be safe, but ships from other nations-notably those from the
Western Defence League, but also Kastelios, Yavdlom, Nayce, or some even
farther countries-will not benefit from the same protection; such ships may be
sunk by the Twaelar, and it will probably be some time before the merrow empire
realises that Thyatis is not the only nation with ships passing above its
cities.

What the PCs Can Do: Characters could explore the Twaelar Empire,
gain some Twaelar contacts, or perhaps even a merrow character could join the
party.

Fyrmont 19, AC
1017: Siege of Tashgoun Lifted.

Location: Kingdom of Douzbakjian, Midlands. WB

Description: The forces of Kiligi Alp Arslan reach the
city of Tashgoun and drive the Zuyevans before them. The Zuyevans withdraw in good order back towards the borders of
their empire, but are hotly pursued by the forces of Douzbakjian. The people of Tashgoun cheer as the relief
forces ride into and through the city. (See Ya. 1, Fe. 6.)

What This Means: The Douzbaks will harass the retreating
Zuyevans all the way back to the border over the next weeks and days, pursuing
them closely, riding down foraging parties and stragglers. As the route back home is already denuded of
forage, the Zuyevan troops begin to starve, and are forced to eat their own
mounts and pack animals. Troops begin
to try and sneak away, deserting in the night, at first in ones and twos and
later in entire squads and bands. Some
of these manage to slink safely home, but more are captured or killed by their
enemies as the invasion becomes a debacle.

Fyrmont 19, AC
1017: Cabal Expedition Reaches
Albarocca.

Location: Northeastern arm of the Great
Escarpment, Isle of Dawn. SD

Description: After skirmishing with both phanatons
and some araneas, the expedition sent out by the Cult of Thanatos reaches the
isolated Barony of Albarocca. Albarocca
lies on the edge of the escarpment, just south of Trikelios. The barony submitted to the Thothians during
the fighting on the Isle of Dawn, but since then has languished, almost
forgotten, in a monster-infested wilderness.
They welcome their fellow Thyatians into their community. There is a degree of tension between both
groups upon first contact. The
expedition members stay for a few days, giving news from back home (emphasising
tales of famine, riot, and civil war, making things seem unspeakably
grim). They say they are refugees from
Eusebius' tyrannical despotism, causing Baron Augustus Ignazio to feel
sympathy for their plight. A few
members of the Cult of Thanatos remain in Albarocca while the others travel on
towards Trikelios. (See Th. 2, Kl. 3; Am. 8, Sv. 4.)

What This Means: The cultists of Thanatos, playing on the
isolation of the barony and sympathy as fellow Thyatians, hope to quickly bring
Albarocca under their sway, advising the baron and twisting him and his
subjects towards the worship of Thanatos.
What the cabbalists don't know is that Albarocca was overrun by araneas
back in 1014 AC, and all of its inhabitants were slaughtered or enslaved.

Now, the barony is populated entirely by werespiders, in
their latest effort at infiltrating the human communities on the Isle of
Dawn. The tension between both groups
that was initially felt was due to their mutual scheming, but was similarly
dismissed by both as paranoia. It is
inevitable that both groups will uncover one another's deception, but until
they do, they will each attempt to manipulate the other.

Description: The battles within and outside of
Vanya's Rest continue throughout the night and into the next day. Although the initial Meghaddaran-rakasta
attack has been blunted, and turned back to some extent, the skirmishing inside
the fortress goes on, with the small squads of raiders, for the most part, able
to avoid capture. So concerned is he
with the situation that Castellan Heinz Kronenburg himself has donned his
weapons, and has taken part in the hunt for the intruders. Indeed, it is in the midst of a fray in one
of the numerous kitchens, where he and a handful of junior knights discovered a
small party of Meghaddara rooting through a pantry, when a thunderous roar
appears to shake the entire fortress itself!
Everyone falls to the ground from the accompanying shock wave, and is
unable to move until the dust settles once more. Losing no time, Kronenburg and his men dispatch the intruders,
but in doing so he reflects upon where the emanations might have originated-the
holy chamber containing the Star of Vanya?

With growing trepidation, he orders his men to follow him to
the central chambers of the fortress, where the star lies, always under heavy
guard. Prepared as he is for a
surprise, he does not anticipate what he actually sees-half of the guards
surrounding the star lie dead, while the others are either wounded, or
dazed. The star itself has not escaped
damage, as a long, thin crack extends down one side, and small shards lie
scattered about the floor. Splayed
about the star are a number of Meghaddaran and rakasta warriors, many of whom
are dead, but some remain alive, although heavily wounded.

Not wishing to lose any time, a stunned Kronenburg tells his
men to secure the prisoners, while he issues orders, to be carried throughout
the fortress, to redouble efforts to crush the invaders. (See
Fy. 16, Fy. 18; Fy. 21, Am. 15.)

What This Means: The Star
of Vanya, the artifact which provides power to the Heldannic warbirds, among other things, has been
damaged by the raiders. Though they had
initially entered the fortress to wreak as much havoc as possible, one group
came across the heavily guarded chamber, and guessed at its importance. The battle with the guards was exceedingly
difficult, but enough warriors managed to get close enough to the star to
inflict some damage-one blow was in fact landed by a Meghaddaran warrior
wielding a hand axe +4 (a family
heirloom, passed to him, he believed, just for such a purpose). Although the warrior was killed instantly by
the resulting wave of shock from the artifact, and his axe was destroyed, the
damage had been done.

Throughout the Heldannic Empire, all warbirds, no matter where they are, suddenly lose all
power-permanently. Those warbirds which were in flight crash to
the ground, resulting in the death of all those on board (as was the case with
the warbird attacking raiders to the
south), while those resting on the ground remain inert. This will present a serious setback to the
Heldannic Order, as much of their military might rested on the ability to move
large numbers of solders quickly through the use of the warbirds, as well as on their formidable weaponry. Forced to rely on more mundane means to
extend their power, the knights' advance in various regions of the world will
likely be slowed, or reversed. Once the
Heldannic Order's leaders realise the true gravity of the situation, they will
take pains to ensure that other nations do not find out-until such means can be
developed to provide the knights with aerial offensive capability once more.

What the PCs Can Do: If they were part of the raiding force, the
PCs could have been the people who stormed into the chamber containing the Star of Vanya, and tried to damage
it. If this is the case, events in
future almanacs will continue as written if they succeed. If their attack failed, then the Heldannic
Order will not have lost its warbird
fleet, and thus events in the future will have to be changed accordingly, or
the PCs might try again some other time (though the guard around the star would
be strengthened even more). If they
manage to damage the star, the shock wave will do 5d8 damage to everyone in the
chamber (save vs. death ray for half damage); if they accomplish this, and
manage to escape afterwards, they will be hailed as heroes among the
Meghaddara. If the PCs are with the
Heldannic Knights, they could be the ones who try to hold off this daring raid.

Description: Queen Detteria Scarback summons her military commanders and
begins ordering them to begin preparations for war. Surprised by the sudden decision, they are told that Arogansa is
in need of more farmlands and farmers.
As such, Arogansa will have to seize such lands and farmers to do their
bidding.

Most expect that Detteria will seek a war with Theranderol
as the two kingdoms have a history of dislike, with a heavily fortified border
as a visible testament. However, their
queen surprises them again by aiming her kingdom's forces upon Eadrin. Eadrin, as she states, will provide the
lands and peoples they need without overly stressing the kingdom's resources. Eadrin is also Arogansa's main competition
in the realm of tourism; eliminating that kingdom, or even just ravaging its
lands in war, will eliminate this competition.

Since Eadrin is considered weak and generally inferior, the
military officers are enthusiastic about a war against them. However, several assert their concerns that
neighbouring Randel may intervene. They
are also worried about initiating a war while the bulk of their forces are
integrated into imperial units.
Detteria informs them that she has contemplated their concerns. She tells them that Randel is too weak and
too disoriented to assist the Eadrin.
She adds that Eadrin is also without large numbers of its troops.

As for the rest of their concerns, Detteria points to a map
and lays out her plan. She tells her
officers that all they need to do is invade and take land. They do not require the conquest of the
entire kingdom. Her forces will focus
on Archport and Deipan, which should give them control of the lower Thera
River.

Detteria states that Arogansa's forces will be divided into
four groups. One group will remain in
Arogansa and man the fortifications along their border with Theranderol. One group will cross the Thera River and lay
siege to Archport. Another will cross
and proceed to Deipan. The last group
will cross between the two cities and act as a strategic reserve force to
support and defend either of the besieging forces. This group will be in position to intercept any Eadrin
counterattacks into Arogansa. (See Th. 2; Am. 11, Am. 23.)

What This Means: Detteria is a militaristic mage, rivalling
even most Randel mages in her love of combat.
She utterly despises the reputation that her kingdom has gained as a
playground of the empire's elite. She
had hoped that with the loss of the beaches and diminished tourist trade, her
fellow Arogansans would focus their attentions elsewhere, preferably moulding
the kingdom into a major power in the empire.

The truth is that Arogansa's tourist trade is still
suffering from the loss of its beaches.
Thus the kingdom's revenues have suffered considerably. Detteria hopes that removing the competition
will restore Arogansa's fortunes and prosperity.

Though Theranderol is the most justified target for invasion
because of past historical rivalries and feuds, and seizing its wealth would
help, it is also the most formidable.
Likewise, Theranderol's ruler is the empress's daughter. Though it is not typical for the imperial
throne to intervene on kingdom conflicts, Eriadna may initiate a precedent at
the behest of her daughter. Given the
presence of imperial skyships in
Randel amid the fear of a Bettellyn invasion, the imperial throne is already on
the verge of breaking that tradition.

Greenspur is an option.
However, that kingdom is powerful and there is not a lot of
justification for an invasion. Detteria
knows that any military action is going to be received coldly by the hedonistic
noble majority. Conflict with Greenspur
would be bad for business. Likewise, it
could be militarily disastrous.

Therefore Eadrin comes into play. Though Eadrin and Arogansa have few incidences of hostility,
Eadrin has often found itself in Arogansa's shadows. But Eadrin's successes in recovering after the sinking have
undermined Arogansan ideas of their superiority and made them a bit envious of
their neighbour. Normally, Eadrin would
have been untouchable thanks to their friendly relations with Randel. However, Randel has its own problems with a
weak ruler, eroded military, and threat of a Bettellyn invasion, so Detteria
doubts that the Randel will contribute anything significant to Eadrin's
defence.

Detteria is more concerned about the reaction from her
constituent noble mages. Most have
little interest in military affairs and prefer to keep to their various
businesses; either managing and promoting them or indulging in them. She will have to deal with them eventually;.
she already has some plans to put before them, should it come to that. However, she hopes that they will find
amusement and even a little pride in the expansion of the kingdom.

Fyrmont 20, AC
1017: An Offer of Allegiance.

Location: City of Baraga, Merry Pirate Seas. HW

Description: Carola the Grappler is approached in a
tavern by a member of a female pirate club.
Her recent skirmish with Emilio has brought her to their attention. The women are trying to recruit Carola into
their group. They try to persuade her
by talking of further vengeance against Emilio, but Carola is unconvinced. She informs the woman that she will consider
the offer, and then excuses herself. (See Fe. 6, Fy. 15; Am. 20, Am. 27.)

What This Means: The woman is Felicia Marlinspike, the leader
of the Sisters of the Sea. The Sisters
are a radical group with a decidedly anti-male bias. Felicia's over-zealousness in exacting revenge on Emilio was
picked up on by Carola. The Grappler is
neutral toward the offer, as she wants no formal ties to any organisation, and
she considers the matter with Emilio to be finished.

Fyrmont 20, AC
1017: Disturbances in the Rear.

Location: City of Helskir, Dominion of Helskir,
Heldannic Empire, Isle of Dawn. SD

Description: After completing another day of sporadic
bombardment, the gathered Thyatian-Heldunian force prepares to bed down for the
night, secure behind their ring of sentries and palisades. Scant hours after sundown, the encampment is
surprised to hear shouts of alarm coming from the western fringes-20 sentries
have been found dead, and three catapults are in flames. As soldiers are roused to douse the flames,
Heldannic heavy cavalry seem to arise from the ground itself to harry the
allies' efforts. As they turn to face
this new threat, small platoons of light infantry coalesce out of the
surrounding woodlands and tall grasses to wreak even more havoc.

It is some time before the nearby forces can collect their
bearings in order to stage an effective counterattack, but by the time they are
able to do so, the Heldannic soldiers are withdrawing, having created enough
destruction in their wake to ensure that most of them manage to escape. (See
Fy. 16, Fy. 18; Fy. 23, Fy. 24.)

What This Means: Anna von Hendriks' forces have not been idle
while their enemies were subjecting them to bombardment. Soldiers and townsfolk were ordered to dig
several tunnels under the outer wall itself, some distance from the areas being
attacked currently. These were used by
the infantry to disperse into the wilderness around the designated target
region of the enemy camp. These
soldiers ambushed the nearby sentries, and set fire to the catapults close by,
thus providing the distraction necessary to allow the cavalry to leave through
the outer gates unnoticed, and return afterwards. After the surviving raiders returned to Helskir, the tunnels were
filled.

While it may seem very elaborate-perhaps excessively so-the
counterattack did fulfil its purpose: several catapults have been destroyed,
and the confidence of the attackers has been shaken-to the extent that their
plans to stage a large-scale assault might be delayed.

What the PCs Can Do: If they are working with the Heldannic
forces, the PCs could be ordered to take part in the raid (especially if they
are good at sneaking about, or possess spells useful for such purposes. Likewise, PCs serving with the Thyatian or
Heldunian forces might find a way to prevent so many Heldannic soldiers from
fleeing, thus allowing their side to gain valuable information through the
interrogation of any prisoners.

Description: The Heldannic forces based at Vanya's
Rest have managed to rally themselves, and drive back the raiders (who, having
sensed that enough disruption has been created, are only too happy to
withdraw-for now). Once the casualties
and damages have been assessed, the local high-ranking members of the Heldannic
Order, unbeknownst to Castellan Heinz Kronenburg, send a report to Freiburg,
detailing the events leading up to the successful raid on the part of the
Meghaddara and their rakasta allies, and how Kronenburg had been misled by the
tactics of the enemies into thinking an attack was coming from the south,
despite evidence to the contrary. They
go further, blaming him for the damage sustained by the Star of Vanya, and ask Oberherr
Wulf von Klagendorf to render his personal judgment on the matter, recommending
that Kronenburg's command be terminated.

In the meantime, Kronenburg's advisers quietly co-opt him,
issuing orders in his name and effectively running the fortress
themselves. While all this is
happening, Kronenburg, still distraught over the damage sustained to the star,
and over the success of the raiders in breaching what was once thought to be an
impregnable fortress, keeps to himself in his chambers, seeing no one at
all. (See Fy. 18, Fy. 19; Am. 15, Ei. 14.)

What This Means: Kronenburg's career as a high-ranking
Heldannic commander is effectively over.
Although he was unable to handle the situation, his immediate
subordinates, wishing to gain more prestige for themselves, exaggerated certain
aspects of the events to make the castellan appear totally incompetent. Wulf von Klagendorf, being in far-off
Freiburg, will not have any evidence of his own to compare with the information
he receives.

What perplexes the Heldannic officials, though, is the
motivation for the attack, as well as the reason for the presence of the
rakasta (who have since been distinguished from the divergans as a separate
race). Thorough interrogation of the
prisoners captured in the chamber containing the star revealed that they had no
previous knowledge of the artifact.

Description: With the demobilisation of certain imperial
units, a new problem has presented itself.
There are some personnel that originally hail from kingdoms outside of
the Alphatian mainland and therefore have no kingdom to return to, though their
memories have been altered so that they think they hail from one of the
mainland kingdoms, and they have detailed memories of where they were born and
their childhoods, implanted by the Immortals.
But many want to continue serving in the military, having known no other
adult life. Others are experienced
enough to have their full memory of the surface world.

This premise brings out another idea. Eriadna sees this as an opportunity to
re-establish added dependence and relations between Alphatia and the kingdoms
that now compose Nayce. She instructs
that those who want to continue to serve be told that there is a large area on
another world that has been colonised by Alphatians, and she will allow some of
these individuals their return to go to this Outer World. She commandeers four skyships and uses them as their transport. The skyships
will also serve as the means to transport surplus weapons, armour, and
magical weaponry to Nayce. (See Va. 24, Th. 21; Fy. 22, Fy. 27.)

What This Means: With its magical foundation, these
offerings can easily be replaced in a rather short period. The skyships,
though needed by the imperial forces, are considered worth dispatching, as more
can be built. One of the ships, The Dervish, is one of the last
remaining men-of-war of the skyfleet, a class of skyships whose enchantments cannot be used to their fullest in the
Hollow World, except on the Floating Continent of Alphatia itself; therefore,
it will be more useful in Nayce.

Eriadna places Colonel Sdandre into command of this squadron
of skyships. Born and bred in Floating Ar, he has made a
career in the imperial skyship fleets.
However, he is getting old and desires to end his service. He would prefer to do so in his home kingdom
and in his family estate. Being the
senior and most skilled skyship officer,
Eriadna's choosing him is the natural choice.

What the PCs Can
Do: PCs that also hail from
kingdoms still on the surface, or who have their full memory, may volunteer to
be part of that expedition.

Fourth Week

Fyrmont 22, AC
1017: Another Venture to Mykonos.

Location: City-State of Kastelios, Serpent Coast. DV

Description: Adonai Stephanos departs once more for
Mykonos, with two ships laden with supplies and hopeful colonists, a number of
whom are former refugees from the Meghala Kimata Plains. (See
Fy. 1, Fy. 9; Am. 20.)

What the PCs Can Do: The PCs can be part of the group embarking
for Mykonos.

Fyrmont 22, AC
1017: Into the Distant Night.

Location: Northern Polar Opening. AS

Description: Three Alphatian skyships emerge from the polar opening. The voyage through the opening has been difficult and
costly. Two of the vessels had hit the
opening at the wrong angles, the Dervish
crashing in the anti-magic zone. The Madgyn's Revenge had managed to remain
aloft long enough to carry the anti-magic zone, but had scraped the ground just
as the enchantments returned. This
vessel is heavily damaged but can be flown again if repairs are made.

The squadron's senior officer, Commander Sdandre decides to
continue on towards Naycese lands aboard the
Aran. He orders the Cloud Kin to remain by the Madgyn's Revenge while it undergoes the
needed repairs. He tells the captain of
that vessel to keep an eye out for any of the Dervish's crew that may have survived the crash and journeyed out
of the anti-magic zone. Sadly, the Dervish was the most precious of the
four ships, and it transported the most experienced crew.

After transferring most of his supplies over to the two
vessels and taking on their magical cargoes, Sdandre orders his navigator to
set a southerly course for Naycese lands.
Though his navigator suggests that they head for Norwold, flying over it
as a navigational aid, Sdandre decides that they will instead sail to Qeodhar. The exact situation of Norwold is unknown to
them; tales of Heldannic aggression and dragon attacks have filtered down to
the Hollow World. The commander does
not want to take that risk. (See Fy. 21; Fy. 27, Fy. 28.)

Fyrmont 22, AC
1017: Torpin Officer Staff Named.

Location: City of Ionace, Ionace Island, Nayce. AS

Description: Amid great fanfare, the Nayce Council
announces the appointment of officers and non-commissioned officers to the Torpin.
Charged with commanding the vessel is Dhallaq Trest, a retired submersible captain from Aquas. Myarkhen Bayller, a stranded resident of
Greenspur, will act as his second in command.
Sister Yalonda, a cleric of Alphatia from Ekto, will attend to the
physical and spiritual needs of the crew.
Magus Dlanor, one of the Torpin's creators,
will serve as the vessel's chief engineer.

There are other appointees and positions offered. It is quickly noticed that the appointees
are a fair representation of the Naycese kingdoms. This is a surprise as most would naturally assume that Aquans
would fill out the ranks of the massive submersible. However, this diversity is brought about the
need to not over-stress Aquas' populace and limit Aquas' influence with the Torpin. (See Kl. 24, Fy. 8; Fy. 24,
Fy. 25.)

What the PCs Can Do: PCs allied with Nayce may find themselves
tasked with an appointment to the Torpin. Conversely, PCs not friendly to Naycese
interests may be alerted to investigate the appointees for possibly use by
their respective allies; blackmail, assassination, information, or sabotage.

Fyrmont 23, AC
1017: Strike on Helskir.

Location: City of Helskir, Dominion of Helskir,
Heldannic Empire, Isle of Dawn. SD

Description: Under the cover of ballistae and light
catapults, a detachment of Heldunian troops from the 1st division of
the army of Heldun stages an assault against the outer wall of Helskir,
supported by Thyatian and Heldunian battle mages. The magical and mundane barrage is sufficient to prevent the
Heldannic crossbowmen from killing too many of the attackers. Although some of them are lucky enough to
find shelter underneath rocky outcroppings; most are not, and, knowing they
have only a limited amount of time before they are no longer protected from a
concerted counterattack, they turn their attention quickly to the main gate.

While intense conflict ensues by the gate, the remainder of
the Thyatian-Heldunian force advances, seeking to press its advantage before it
is too late. Catapults and ballistae
are moved into better positions, and siege towers (built during the previous
nights by the Thyatian tuldum regiment)
draped with water-soaked animal skins are wheeled into place. The magical barrage intensifies, as magic missiles, lightning bolts, and fireballs
streak across the sky towards their targets, forcing the Heldannic soldiers manning
the wall to keep their heads low. The
defenders have a few tricks up their proverbial sleeves, however; ballistae and
light catapults mounted atop the wall manage to do considerable damage to
several pieces of siege equipment (and their crews), and focused applications
of finger of death, cloudkill, and flame strike spells take their toll.

Meanwhile, Naycese ships seek to press their advantage by
bombarding the warehouses by the northernmost docks with delayed blast fireballs and lightning
bolts, as well as the magic missiles
that issue forth from the boltmen's wands.
The Naycese commander orders her soldiers to concentrate their attacks
on a number of docks, hoping to clear the defending Heldannic forces out of
those regions long enough to secure landing areas for the ground troops. The attack almost succeeds, as Anna's forces
are for the most part too busy holding back their enemies along the walls, but
a skilful re-deployment of crossbowmen and artillerymen brings enough military
might to bear, for just long enough a time, to blunt the Naycese assault, and
inflict enough casualties that the attackers are forced to withdraw
temporarily.

The day's end, however, sees the partial withdrawal of the
Thyatian-Heldunian force as well, as they remained unable to obtain a secure
foothold close to the outer wall. (See Fy. 18, Fy. 20; Fy. 24, Fy. 25.)

What This Means: The Thyatian-Heldunian force managed to
press its advantage considerably, and inflict many casualties upon the
Heldannic defenders of Helskir, but the occupiers were too well-entrenched to
dislodge easily. Despite the setback,
the attacking army managed to inflict irreparable damage on the gates, and
almost breach the outer wall in several places-though it suffered around 250
casualties in doing so. The Heldannic
soldiers, though they managed to hold the line, did so at great cost-almost 200
dead, in spite of the protection afforded by their defences.

The Naycese assault managed to inflict a number of
casualties as well-almost 60. However,
due to the lack of coordination between them and the Thyatian-Heldunian force,
Anna's soldiers were able to hold both enemy armies back.

What the PCs Can Do: This is an opportunity for PCs to
distinguish themselves in battle, regardless of which side they are on.

Fyrmont 23, AC
1017: A Bad First Impression.

Location: Eagret Island, Nayce. AS

Description: Arriving off the coast of Eagret Island, a
Naycese warship drops anchor down the coast from the island's
fortifications. A launch ferries the
newly deployed Commander Talmata, his staff, and an armed escort to the
shoreline. The party makes its way up
the coast to the fort with the intent to surprise the garrison.

It is Talmata that is surprised as his approach is not met
and he makes his way into the compound unchallenged by the guards sleeping at
the gatehouse. As he strolls through
the interior, the grounds are mainly empty.
The few garrison personnel that are seen initially ignore the group only
to snap to attention as his rank is recognised. With a scornful look, Talmata ignores their tardy salutes and
inattentiveness and makes his way towards the garrison keep. These troops quickly make haste into nearby
buildings to inform their fellows that a high-ranking officer is here.

Outside the keep, Talmata spots the fort's bugler kicked
back in a chair sleeping away. Kicking
the chair from under him, he demands to know where the garrison commander
is. The groggy soldier at first curses
the interruption but quickly assesses the rank of the individual standing
before him. He tells the cleric that
Commander Fragnin is inside meeting with his aide, Sergeant Ziessa. He adds that the commander has given strict
orders not to be disturbed. From behind
him, he hears a rude remark about the nature of their meeting.

Turning to the speaker, Talmata notes that the garrison is
slowly turning out. The first to arrive
is a group of twenty troops. Though a
bit worse for wear, each are smartly dressed in their Randel uniforms and fully
armed with weapons and armour. These
troops form up in orderly ranks and offer a crisp textbook salute. The rest are a mixed bag of hastily-dressed
and poorly-armed troops. Gritting his
teeth, Talmata motions for some of his escort to follow him into the main keep.

As the assembled troops watch, Talmata and his escort enter
the keep. After a few silent moments,
there are a series of crashing sounds and a woman's scream. Seconds later, Talmata emerges back out onto
the main yard dragging a hastily-dressed Commander Fragnin by his unbuttoned
tunic. His escorts accompany a still
dressing Sergeant Ziessa, virtually dragging her out into the inner grounds
before the assembled troops. Talmata
personally drags Fragnin out into the yard and drops him before his
troops. A few move to help him, but are
stopped by the glares offered by Talmata's escorts.

Sprawled out on the ground, an embarrassed Fragnin threatens
Talmata, citing that he is a noble and such insubordination by a mundaner will
have its repercussions. Talmata laughs
and produces a parchment. Unrolling it,
he reads it aloud to the gathered troops.
The document officially transfers command of the Eagret Island base to
Commander Talmata, cleric of Razud.

Though insulted and embarrassed in front of the troops,
Fragnin recognises the name. He knows
that he cannot possibly stand up to the older and more experienced cleric. Still, he tries a final move to grasp a
sense of victory out of the transition by downplaying the change of
orders. With obvious contempt, he tells
the cleric that he can have the inhospitable post and its pathetic garrison.

As he heads to gather his belongings, Fragnin tells Sergeant
Ziessa to inform the rest of his staff to prepare to leave. Talmata interrupts and tells him that the
orders make no mention of his staff being redeployed along with him. They will stay on Eagret Island and learn to
be soldiers under his command.
Obviously enraged, Fragnin storms off.
Later, he leaves without any further incident.

Talmata informs the garrison that they should continue their
rest for the remainder of the day. The
coming morning will see the beginning of the reversal of the base's sorry
condition. When they are not working to
rebuild the defences, they will be working to rebuild themselves as
soldiers. (See Nu. 18, Va. 25; Am. 22, Sv. 1.)

What This Means: Talmata's orders are to assume command
of Eagret Island's naval base. It is a
rather mundane posting and seen as punishment for his "failings" at Torenal
Site. Ever the professional, Talmata
chose to surprise the garrison to survey its preparedness. What he found is a grave
disappointment. Commander Fragnin is a
low-level noble mage; his appointment as the base's commander was more of an
act of family ties than any military experience and ability.

During his tenure as the base's commander, Fragnin has
filled his days with entertaining himself with his mistress, Sergeant Ziessa,
and letting the troops do as they wish.
Without a commander petitioning the Nayce Council, supplies are barely
adequate and new equipment is almost unheard of. The troops' morale, combat ability, and discipline have all
suffered. Only a handful of
professional soldiers are present to maintain any semblance of military
preparedness.

Talmata was outraged at the state of the base. He quickly surmised what had
transpired. Given his ties to the Razud
clergy, he felt that it is appropriate that those that bolstered Fragnin's self
indulgent command should learn from their mistakes and find a sense of
redemption. As for Fragnin, he felt nothing
but contempt for him and saw no way that he can redeem himself at this
post. In fact, he wanted him off of the
island as quickly as possible.

Revitalizing the base will be a daunting task. Talmata is an experienced commander and
should do well in righting matters.
Likewise he is imposing enough to personally keep his troops in line and
well motivated. The coming weeks will
be busy for the troops. However, they
will find that Talmata will be right there with them working and training.

Fyrmont 23, AC
1017: Double Weddings in Adlerturm.

Location: Barony of Adlerturm, Principalities of
Glantri. OW

Description: All
of Adlerturm and Aalban come out in celebration today, for a spectacular double
wedding. Held in Adlerturm, the
participants are Rolf Löwenroth (the heir of Baron Franz Löwenroth) who is
marrying Viktoria von Drachenfels (second cousin of Prinz Jaggar von Drachenfels) and Walburg Löwenroth (the baron's
daughter) who is marrying Sigmund von Drachenfels, the heir of Prinz Jaggar.

What This Means: The close ties between Aalban and Adlerturm
are getting even closer after these marriages.

Fyrmont 23, AC
1017: The End of Crime?

Location: City of Aaslin, Kingdom of Notrion,
Continent of Bellissaria, Nayce. AS

Description: King Corydon announces that his guard has
uncovered and destroyed a thieves' guild operating within the kingdom's
capital. The guild's stronghold has
been raided, offering a bounty of documentation relating the details of the
criminal organisation. Guild holdings
have also been seized by the monarchy.
Among these documents were the identities of the guild's leaders. Though the guard managed to eliminate or
apprehend many key guild personnel, the leader has managed to elude
capture. Corydon issues a bounty on the
head of Myarko Daon as the leader of the guild.

What This Means: Given the extent of magic used on the
Alphatian mainland, thieves' guilds and organized crime feared discovery from
the proper authorities. Those that did
operate on the mainland had to do so under the protections of powerful magic
and influential benefactors. Most
thieves operated outside of the mainland on imperial possessions on the isle of
Dawn, Bellissaria, Esterhold, Norwold, and the Alatian Islands where magic was
less of a factor.

After the sinking of the Alphatian mainland, displaced mages
settled in these imperial possessions.
Likewise magic savvy thief organisations moved to these holdings. Magical discovery and competition have
placed a lot of stress on the native thieves' guilds. Some have merged with these newcomers to gain magical protection,
others have downsized their actions to avoid discovery. However, such changes are never without
initial conflict.

This is what has transpired in Notrion. The native thieves' guild had long operated
without drawing attention from the authorities. However, a rival thief organisation has settled in the capital
and the two have clashed. The native
guild, led by Myarko Daon, was larger and better organized than the
newcomers. However they lacked the
magical support to claim absolute dominance over the new guild.

With Corydon's sense of paranoia over the mages, it was
feared by both guilds that his tightening of security would offer their demise,
as they would be discovered. The new
guild decided to kill two birds with one stone and leaked some very credible
information to the guard. The result
was that the guard mobilised against the native guild.

The one catch in the plan is that Myarko has managed to
avoid capture. The new guild fears that
if he can remain at large, he can rally support. Since he knows about the other guild and some of its members,
they fear that he may be able to expose them as well. They want him dead and have managed to influence Corydon into
placing a bounty upon his head.

What the PCs Can Do: The PCs may find themselves involved in all
manner of ways. They could be hired to
act as Myarko's protectors. They could
be hunting him, either as agents of Corydon or the rival guild. The identities of the leaders of the rival
guild have been left purposely vague.
The DM should fill in the details of this guild as he or she sees
fit. The PCs may even be directly
involved with one of the guilds, and be either key players in the downfall of
the native guild, or try to escape capture by the royal guard.

Fyrmont 24, AC
1017: The Line Falters.

Location: City of Helskir, Dominion of Helskir,
Heldannic Empire, Isle of Dawn. SD

Description: The assault on the outer wall of Helskir
continues as siege towers are wheeled up to the wall itself, and battering rams
are applied against the gates. From
above, Heldannic crossbowmen and battle clerics try to hold off the assault as
long as possible, while light infantry, wielding their spears grimly, mass
beyond the gates, preparing for the inevitable battle with their foes. Unlike the previous day, however, the line
does not hold. Within half an hour, the
gate shatters with a resounding crack, and the victorious Heldunian troopers
surge into the breach. Atop the walls,
the Heldannic soldiers and their clerical overseers become hard-pressed to aid
their companions below, as they are faced with the furious might of over 300
members of the elite Antalian Guard, backed by bowmen stationed in the siege
towers.

Pressed from two fronts, the 2nd regiment of
Vanya's Loyal Heldannic Expeditionary Force (which was responsible for manning
the wall) is forced to give ground, but even this attempt to maintain order
fails; a full rout ensues, with the remnants of the force fleeing to the inner
walls. Those soldiers who pursue them
fall victim in large numbers to the assorted traps that dot the field between
the walls, and soon the pursuit is called off.
By sundown, the banners of Heldun and Thyatis fly over the
partially-ruined gatehouse. (See Fy. 20, Fy. 23; Fy. 25, Am. 2.)

What This Means: Although they held their ground well, the
Heldannic force lacked the numbers and the resources to hold out for a
prolonged period, especially given the ferocity of the assaults over the
previous days. Of the roughly 300 men
who comprised the Heldannic force, less than 60 managed to escape, with the
remainder having been killed in action, or captured. With the outer wall firmly under Thyatian-Heldunian control, the
position of the occupying forces in Helskir is becoming very precarious,
indeed.

What the PCs Can Do: PCs serving the Thyatian-Heldunian force
could find themselves probing the inner defences of Helskir, to determine where
the assault should be concentrated next.
Alternatively, they could assist in interrogating the prisoners. Heldannic PCs (if they escaped) could be
involved in the preparations for the final defence of Helskir.

Fyrmont 24, AC
1017: The Torpin's Near Disaster.

Location:Torpin
Construction Site, Kingdom of Aquas, Nayce. AS

Description: Though still incompleted, Xerathis,
Tredrigon, and Dlanor order the massive submersible
pen to be flooded to test the hull integrity of the Torpin. As the chamber
fills, the workers scramble through the submersible's
interior checking for leaks. With
everything secure, Xerathis suggests that the vessel's airlocks be tested. Since the construction hangar is flooded and
will require hours of pumping to empty, his colleagues concur with the
opportunity to test them.

As the main entrance airlock is flooded, the inner door
gives way and a veritable wall of onrushing water barrages the upper deck. The workers scramble to close subsequent
watertight doors to isolate the flooding.
Quick action limits the flooding and the workers begin manning the pumps
to remove the waters from both the hangar and the Torpin. Though several
workers drown amid the flooding waters, the damage to the submersible is light.
However the incident raises many questions as to the structural
integrity of the Torpin. While the pumping is carried out Xerathis,
Tredrigon, and Dlanor pour over the Torpin's
plans trying to spot any overlooked weaknesses in the designs.

It is hours later before the answers are gathered. Examination of the main airlock reveals that
the inner door had been installed backwards with the door opening inward,
forcing the door latches and hinges to bear the full weight of the water
pressure. Had the doors been installed
correctly with the inner door opening into the airlock chamber this exterior
water pressure would have been borne out by the door frame and the airlock
chamber walls.

Tracing the installation back to the workers; the
construction crew that fitted out the airlock is arrested. The mages question the four workers, using
magic to verify their answers. Once
done, Xerathis, Tredrigon, and Dlanor have the workers arrested and placed into
custody pending their being sent to Aquas to stand trial. This move is unpopular to the rest of the
workers who want them punished now.
However, the mages stress that the law must handle the matter. Given the list of charges being brought up
against them and the magically-confirmed interrogations, their guilt is certain
to bring out the vilest of sentences. (See Fy. 8, Fy. 22; Fy. 25, Am. 14.)

What This Means: The construction workers are guilty, there is
no doubt about it. Though the Torpin is a military vessel, civilians
are overseeing its construction.
Xerathis, Tredrigon, and Dlanor are undecided as to whether they have
the authority to officially pronounce judgment and execute the sentence. Their
own informal investigation merely insures that those responsible have been
detained and will be turned over to the imperial courts.

Fyrmont 25, AC
1017: A Time of Reckoning.

Location: City of Helskir, Dominion of Helskir,
Heldannic Empire, Isle of Dawn. SD

Description: In a secret meeting several hours before
sunrise, Ordensgeneral Anna von
Hendriks holds a meeting of her most trusted aides, concerning the strategic
situation-which is looking worse by the minute. Morale is plummeting, supplies are becoming scarce (thanks to the
Naycese blockade); even repeated create
food and water spells are not sufficient to alleviate the needs of the
troops, and no solution seems to be readily apparent. Even attempts to commune
have proven inconclusive; the few answers given by Vanya Herself have been
cryptic-when they have been given at all.
Nearing their wits' end, some advisers even broach the formerly
unthinkable option: surrender. Anna
dismisses that immediately, feeling that the terms might prove too onerous, and
she is not willing to sacrifice the honour of her soldiers, or risk the
displeasure of her Immortal, to soothe her own fears.

The discussion continues for several hours, as the booming
sounds of offensive magic echo from the south.
Knowing that, at best, the remaining forces might be able to hold out
for another week, the group continues its deliberations, interrupted only by
the occasional messenger dispatched by field officers requesting orders. (See
Fy. 23, Fy. 24; Am. 2, Am. 6.)

Fyrmont 25, AC
1017: Counter-Offensive.

Location: Hinterlands, Thyatian Empire. DV

Description: With increased forces at her disposal due to
the conclusion of the Twaelar war, Leilah ben Nadir decides on a more proactive
strategy. She sends out forces to
engage the Hinterlanders in their own lands, intending to push back the
frontier and create a buffer zone. The
Thyatians also hope to gain control of the lands around the River Australis as
far as the borders of Emerond, to facilitate trade with that recently contacted
nation and its capital of Izmira.

Leilah sends her forces first through the Raven lands to the
frontiers of the Leopard Clan, engaging them in a series of sharp battles, and
securing several key places where forts are built to shelter the core of the
Thyatian Hinterlands. (See Fe. 6, Fy. 9; Sv. 14.)

What This Means: The Thyatians intend to put an end to the
raids and secure the regions inhabited by Thyatian settlers and those
Hinterlanders (Thratians) who are loyal to Thyatis. Strategic areas are
selected for improvised forts, and military roads are cut through the jungle to
strengthen supply and communication lines.
Leilah strikes at the Leopard Clan first as a means to undermine
Siobhan's authority and also construct a cordon to isolate the Leopard Clan
from the other clans, which Leilah hopes will then be easier to subdue.

What the PCs Can Do: As the war grinds on there are many small
skirmishes the characters can be involved in.
Those helping the Thyatians seize and control land might be granted it,
along with the status of baron, as a fief.

Fyrmont 25, AC
1017: And Let Slip the Dogs of War!

Location: Fris River, along the border between
Kingdoms of Frisland and Arkan, Floating Continent of Alphatia, Alphatian
Empire. HW

Description: The river boats carrying Stonewall's primary
invasion force arrive and set the troops ashore on Arkan soil. They meet little resistance from the farming
communities in the area and set up their military command post here under the
leadership of General Selcomad in a small village called Ronden. (See Fy. 3, Fy. 13; Am. 4, Am. 16.)

What This Means: The Arkan-Stonewall war has begun! Selcomad and Amagast are both here, but
Rogart is with the secondary force which is now on its way down Snake River to
sail to Crystal Lake by the Roaring River in Foresthome, hoping to surprise the
Arkan forces.

What the PCs Can Do: Fight, of course! On either side. PCs on
Arkan's side won't be able to stop Stonewall's advance, but they might be able
to slow it down significantly.

Fyrmont 25, AC
1017: Torpin Crew Training Begins.

Location: Seashield Dome, Kingdom of Aquas,
Nayce. AS

Description: The first batch of recruits for the future
crew of the Torpin arrives in
Seashield. Following Naycese
parameters, very few are actually from any of the Aquas domes. Several arrivals immediately withdraw their
desire to serve on the Torpin because
their initial introduction to being underwater has been unsettling. These individuals are allowed to withdraw as
it is realised that if they are so worried about the submerged confines of the
domes of Aquas then they will be horrified by the cramped confines of the Torpin.

Nayce officers and trainers meet with the remaining recruits
and introduce them to the demands of duty aboard a submersible. As the days go
by, recruits are introduced more and more to the equipment and tactics that
will be seen in the actual Torpin. The recruits are evaluated, those displaying
promise being sent to the Torpin site
to be placed into their most rational positions and partake in specialised
training. Of the recruits roughly half
are accepted to begin this next stage of training. (See Fy. 22, Fy. 24; Am. 14.)

What This Means: Overall, the recruits show promise. By deciding upon the requirements of
positions within the Torpin the
recruits can be subdivided by their abilities.
The trick will be altering these abilities to fit the requirements of
their respective duty obligations aboard a submersible. Given that the recruits are all volunteers
and come with some degree of endorsement from military officers, nobles, or
kingdom rulers, they all have something to offer to the submersible fleet. Even if
they do not live up to the requirements of the Torpin, some may find service within the remainder of the submersible fleet.

What the PCs Can Do: Nayce affiliated PCs may easily find
themselves recruits in the Torpin crew.
Their exact position depends upon their abilities and experience. Given the manpower needs of the proposed
fleet, PCs may find themselves offered higher ranking positions in the smaller
submersibles.

Fyrmont 26, AC
1017: Anchorage Besieged.

Location: Town of Anchorage, Province of Anchorage,
Republic of Esterhold, Nayce. SK

Description: A portion of the united Jennite army reaches
the port town of Anchorage and besiege it.
However, though the Alphatian defenders are less than in Faraway, they
are better organised this time, and the Jennite meet stronger resistance than
they expected. (See Fe. 25, Fy. 12; Am. 23, Sv. 2.)

What This Means: Anchorage never depended on the leadership
of a strong and dictatorial aristocrat, as both Blackrock and Verdan used to,
because few aristocrats were interested in the place, and the commoner soldiers
are thus more used to organise themselves, and they've had to fight off their
share of attacks by both humanoids (like orcs or goblins) as well as free
Jennites in the past. In addition, the
Governor of Anchorage also has the advice of Krael and Lyriander who lived through
both the siege of Vigil Keep and the siege of Faraway and who can thus give him
valuable insight into the strategies of the Jennites. Things still look fairly ominous for Anchorage though.

What the PCs Can Do: Once again it is time to participate in a
siege on either side.

Fyrmont 26, AC
1017: Necromancer News.

Location: City of Ionace, Ionace Island, and Seashield
Dome, Kingdom of Aquas, Nayce. AS

Description: Returning to Aquas to replenish his
supplies, the necromancer, Pidimigd, sends a report to the Nayce Council
concerning the undead at Bluenose. He
confirms that the beings are undead and that they were once Alphatians. However he cannot explain how they became
animated and how they have maintained their sentience. He does note their memories lack any
Alphatian ties, going back only a couple of years and always noting being under
the sea. Most of what they do know
comes from historical records discovered and studied by them. He does note that they seem to have a vague
recollection about Alphatia, most being certain that they had once been part of
Alphatia.

The necromancer reports that the undead refer to themselves
as the Alphadon. Some tell that they
have been in Bluenose for years, while others travelled to the ruins from other
parts. Pidimigd cites his suspicions
that there may be other Alphadon communities scattered throughout the sunken
continent. Pidimigd reports that he has
established an increasing degree of trust between himself and the
Alphadon. He hopes that this openness and
further study will answer the remaining questions about these undead. He also cites his intent to begin
identifying the undead and whom they were when they lived.

Pidimigd also reports that the Alphadon have recognised that
the ghouls have become more organized of late.
Despite this the undead have armed themselves well from the various
weaponry found in Bluenose and do not see any need for a military alliance with
Nayce. The necromancer does report his
impression that the undead are greatly interested in the Alphatians. However he urges that they be studied before
any further contacts are pursued.

Seeing a definite need to evolve the project, Nayce appoints
Pidimigd as project leader, though elements hostile to the undead, such as
Underocean, take this opportunity to once again protest the decision not to
exterminate the Alphadon. As his first
display of this position, the necromancer dispatches messages to several other
necromancers requesting their assistance in the project. (See
Fe. 22, Fe. 27; Fy. 27, Am. 4.)

What This Means: Pidimigd has uncovered few real details
about the Bluenose undead. All he
really knows is that they are undead and that their bodies are those of
deceased Alphatians. He knows not the
exact nature of their animation or them being lightning zombies. Pidimigd is becoming obsessed with the study
of the Bluenose undead and his attaining control over them. He fears that if he does not hurry other mages
may undermine his presence there. So
far he has initiated a program aimed at establishing trust between himself and
the undead.

Pidimigd has chosen to withhold some details. First, the undead do not like him too much
as he is overly curious about them and tends to treat them as objects. Second, the necromancer has tried to use his
necromancy spells to gain control over them; these efforts have failed and the
attempts have not gone totally unsuspected by the lightning zombies. Third, he suspects that others are trying to
gain influence over the undead-not only has he felt other necromantic powers at
work, he has also been told that at times the lightning zombies hear a feminine
voice in their heads. Pidimigd has no
idea who or what this female necromancer is, his scrying spells offering no
answers.

Pidimigd knows that he needs help in Bluenose, but without
jeopardising his own authority in the matter.
As such, he is very particular about who comes to work under him. His position allows him the power to recruit
necromancers, especially ones that he can keep subordinate to himself. Most of the necromancers he contacts are
less experienced than himself, some being former apprentices of his.

Fyrmont 26, AC
1017: We Don't Want Your Kind Here.

Location: South of City of Izmira, Kingdom of
Emerond. DV

Description: While on patrol atop their flying insectoid
mounts, a small party of Emerondians spots a column of smoke rising from the
jungle floor. Curious, as well as
annoyed at this evidence of unwelcome intrusion, the patrol flies towards the
smoke to investigate, and soon finds a large group of humans, gathered around
several fires.

The patrol's leader, wishing to get to the bottom of this
immediately, lands not far from the group, and addresses them in a number of
languages, demanding to know the humans' business in Emerond. After overcoming their shock at seeing such
a strange individual, some of the humans manage to respond-the more educated
ones being vaguely familiar with one of the Emerondians' languages-they explain
that they are fleeing fierce battles to the south, and merely seek a new home
where they can rebuild their lives. The
Emerondian leader considers this, and, after conferring with his companions,
tells the humans to accompany them; there is a nation to the northeast populated
by humans, who would be able to take them in.

What This Means: As hostilities continue on the Meghala
Kimata Plains, the inhabitants of many of the settlements in the region come to
realise that their homes are no longer safe.
Some seek shelter in other city-states, while others, either wishing the
leave the area entirely or having been turned away by other towns, seek out new
lands. Many Milenian refugees end up in
Emerond, which straddles a large stretch of jungles lying north of the area of
conflict. The Emerondians, being in
communion with their forests, know that the ecology of their kingdom is
delicately balanced, and that the sudden influx of a large number of people
could very well upset that balance.

Additionally, although they are a relatively peaceful
people, the Emerondians have no desire to allow other races to settle their
lands in large numbers; if a group of refugees is allowed to remain, the
proverbial floodgates could be opened for future inflows. Many Emerondians are well aware of this,
and, with the recent treaty of friendship with the Empire of Thyatis, will send
any future refugees to the Hinterlands, citing population pressures and cultural
differences to their Thyatian neighbours.

Fyrmont 26, AC
1017: Sultan's Troops Arrive at
Tameronikas.

Location: Town of Tameronikas, Emirate of Nicostenia,
Emirates of Ylaruam. OW

Description: The forces of Sultan Hassam arrive outside
Tameronikas. After a brief skirmish
between scouting parties, the sultan's forces set up camp for the night, and
both armies begin to prepare for tomorrow's inevitable battle. But the next morning the Thyatian troops
withdraw southward rather than fighting.
The sultan parades his forces in front of the walls of Tameronikas, then
he withdraws northwards. (See Fy. 12, Fy. 14; Am. 1.)

What This Means: Neither side really wanted to fight a battle
that could be immensely disastrous if lost.
Eusebius did not want to risk throwing away what had already been
gained, or lose both precious troops and even more precious prestige. For Sultan Hassam, a battle that could go
either way would have been even more risky.

Thus, both sides sent secret representatives to talk to the
other side during the night, and they reached a tacit agreement. The Thyatians would withdraw, but Hassam
would not challenge the existence of the Emirate of Nicostenia. A week after today, the Thyatians will
release the remaining Ylari prisoners, sending them to Tameronikas. Hassam also agrees to allow Thyatian traders
to pass through Ylaruam, and even conduct some business in the emirates so long
as they are circumspect about it.

Hassam agrees to these things because he can correctly claim
the Ylari retain control over Tameronikas, and nominally claim authority over
it. Plus, like the Preceptors, he
realises its existence as a town that seems friendly to Thyatis will tend to
undermine support for the Preceptors and thus strengthen the Kin faction's
control on the rest of Ylaruam.

Tameronikas will become a sort of open city, a town where
non-Ylari can come to do business in ways that would be difficult in the rest
of Ylaruam. But, more than that it
becomes a focus of intrigues, as Thyatians, Preceptors, Kin representatives,
and eventually diplomats and spies from other agents all congregate here.

Fyrmont 27, AC
1017: A Paradoxical Proposal.

Location: City of Ionace, Ionace island, Nayce. AS

Description: Representative Kratynn of Meriander addresses
the council to put before them a few thoughts on the undead at Bluenose. With a copy of Pidimigd's report in hand, he
goes over key aspects of the findings to great detail. Coming to the point of the matter, he offers
that just because the undead are composed of the physical remains of Alphatians
that does not mean that they are Alphatians.
He specifically cites that there has to be a difference between the
identity of the physical vessel and the identity of the life essence
inside. Just because an individual
wears the physical body of another, that does not entitle that person to the
status of the physical form.

He goes on to relate that if the physical body is solely
demonstrative of the living person, then any animated corpse could easily claim
its right to be awarded any properties or titles it held in life. Grasping current events, he states that
given that line of thinking then the very undead that inhabit the Alphatian Sea
would be members of Nayce. And then
comes in the question of this undead aggression actually being domestic strife
and any coming conflict should be considered a civil war.

Kratynn's argument brings a variety of responses from the
gathered council. Though varying in
detail, all contend that the argument is sound. Some point out that they have lost family in the sinking and
cannot reasonably see any of the undead as their kinsmen. It is decided that the undead will be
treated as undead. After this decision
is reached, Underocean's representative comments that the only way to treat
undead is as enemies. However, the
matter of the Alphadon is still vague.
The council decides to not take any action against them until their
exact nature and origins can be determined.
Likewise, their present status will not reflect their living
identity. Only a few have been
identified and those have no recollection of their mortal lives. (See Fe. 27, Fy. 26; Am. 4, Am. 16.)

What This Means: Representative Kratynn's little speech is
more targeted towards Karszamon than the lightning zombies. Essentially, his argument is a debate on
which has more a bearing upon Karszamon's assumption of Broderick's position.

Fyrmont 27, AC
1017: Skyships Over Qeodhar.

Location: Kingdom of Qeodhar, Nayce. AS

Description: Aboard the Aran, the fleet commander is summoned to the helm by the cries of
land being spotted. After some quick
checking, the landmass is realised to be the Island of Qeodhar. The commander instructs the navigator to use
the sighting as a means to pinpoint their location and re-plot their course
towards the kingdom's capital. (See Fy. 21, Fy. 22; Fy. 28, Am. 9.)

What This Means: The skyship
has made great progress, however their position is not exactly where the
commander had wanted to be. The
navigator is a bit off on his calculations and the vessel is a bit off. The
Aran will have to cross over the island kingdom to get to the kingdom's
capital, Farend.

Fyrmont 27, AC
1017: Blackheath Plate Retained.

Location: Town of Blackheath, Bishopric of
Kittings, Kingdom of Bellayne. SC

Description: An attempt by the parliament to sell the
solid gold Memorial Plate of Blackheath, dedicated to those Blackheathians who
have fallen in the various wars of Bellayne's past, is defeated by the staunch
opposition of Richard Croft, Blackheath's member of the parliament. (See
Fy. 2, Fy. 18; Am. 17, Am. 26.)

What This Means: The parliament will be a few hundred
gold pieces worse off, but Richard Croft's popularity in his constituency is
unrivalled. Blackheath, unlike most of
Kittings, is a firm supporter of the parliament.

Fyrmont 28: The
Aran Arrives.

Location: City of Farend, Kingdom of Qeodhar,
Nayce. AS

Description: The
Aran arrives overhead Farend and after signalling the garrison, Commander
Sdandre disembarks with an away team.
He is hastily shown to King Norlan, who orders food and drink for
them. Over these delicacies, Norlan
inquires about the common news of the Alphatian continent and the empress. Through conversation it is revealed that
Norlan's wife, Mariella, has made her way to the Hollow World and is safe with
her mother at the imperial palace.

Apparently unconcerned by this news, Norlan informs them of
the current conflicts that are occurring in his kingdom. He points out that Nayce has offered some
assistance but not nearly enough to completely remove the threat. He asks Sdandre if he would add his skyship to his cause and aid in quelling
unrest. Sdandre responds that he and
his companions are on an important mission and cannot endanger the skyship in a local disturbance. In fact, the commander requests supplies and
berthing while they await the arrival of the rest of the skyships.

Though a bit disappointed at being denied such a powerful
weapons platform, Norlan makes a counterproposal. He agrees to provide the supplies and quarters; in return he
requests that the skyship be a
visible deterrent in the capital's defence.
He feels that the mere presence of a skyship
should be a major morale boost to his forces and cause the rebellion to
falter.

Sdandre agrees to the proposal and adds that he, his men,
and vessel will assist in any defence of the capital. He will even offer to ferry Norlan out of the kingdom should the
opposition prove to be insurmountable.
This additional offer is born out of pride as it would be seen as detrimental
for a skyship to flee from a rabble
of rioting barbarians. (See Fy. 22, Fy. 27; Am. 9, Am. 12.)